Sunday, December 4, 2016

Weekly report #9

So far for Aimless, I have created two explosive mines for the game: one for the ground and one that is aerial.  Both mines will be used in the game, which will affect how to navigate around the stage as well as avoiding them altogether.

I am also creating modular designs of mine rails that will be used for the mine shaft level.  I should thank Aram for producing both pieces of concept art of the mines and rails.  They have really helped me envision what to make as 3D models to bring cohesion with the art aesthetic.

What I plan to do from here is to get any last minute props that can be designed before finalizing the demo on Wednesday.  The game expo is being held on Friday, December 9th so there's little time to make models and getting them ready for the game.  I will see what I can do to help out before and after the game expo since there's still some work to be done.  Future updates on the game expo results will be posted by this weekend.

Monday, November 28, 2016

Weekly report #8

So far what I have been developing in the last couple of days, I've been working on a control box (without circuitry wires), mine lights, an explosive mine and starting to work on a control panel where you would input commands on a keyboard.  Basically, a dashboard is what I was planning to model.

With Thanksgiving Break, there was some time to work on models here and there while also taking a break from additional schoolwork from other classes.  Thankfully, I've made some progress on modeling smaller props here and there, though I wished I was able to model more objects at an efficient pace when I got back.  I think part of the roadblock was that there wasn't a lot of concept art for the smaller props so I had to do some research on the type of props needed for the game in order to start producing.  While I had a few ideas, it was difficult to pinpoint on an exact prop to go with considering we haven't discussed what they would look like in the game.  Regardless, I decided to press on with what I built and continue building the props to what I see fit.

What I plan to do from here to develop and model additional props needed to fill the scene and level, ensuring we have all the necessary components to make the level appealing and visually interesting.  I am also looking into Substance Painter so I can help out Daniel with texture maps and if I get done modeling props, I can begin working on hard surface modeling in the meantime.

Friday, November 18, 2016

Weekly report #7

I have completed some pipe assets including a high poly and low poly version ready for texture mapping.  With Thanksgiving Break approaching, there is little time to rest before the semester is over and we still have a long way to go to model and texture environments for the game.  In the meantime, I will focus my efforts to model small and large props here and there during the break.  While I won't have access to Zbrush, I will be able to make a couple of low poly meshes ready to go for any surface modeling.  Future updates will be notified and I will keep up to date on what I will be producing over the break.

Monday, November 14, 2016

Weekly report #6

As of this week, I am in progress on building pipes using Aram's concept art.  I had finished sculpting two rocks, both high and low poly, and moving on to metallic and inorganic objects.  I will probably focus my efforts on prop modeling and then focus on applying textures onto objects when the time comes with Substance Painter.  I've become comfortable using Zbrush in the last few weeks and I will begin learning Substance Painter fairly soon.  Future updates will be coming soon.

Monday, November 7, 2016

Weekly report #4 and #5

So far, I've been modeling a few props here and there for the game.  I've learned quite a lot about Zbrush considering the time span of learning the keyboard shortcuts as well as producing some objects for our game.  It will take some time to master the basics but I won't let that slow me down on efficiency to produce some rocks for the game.  Currently, I will be moving forward with metal objects like pipes or the displacement generator.  I'll be applying some new techniques learned by Daniel from class regarding with low-poly mesh constructions.  Future updates on the project will be notified later.

Monday, October 24, 2016

Weekly progress for Aimless #3

For this week's progress, I have begun sculpting a rock for the first level of the game.  So far, the rock is still in development since this is a bit of a learning curve to learn Zbrush on the fly.  I would say I'm about halfway there on the first rock but eventually I'll be able to pick up some speed to crank out more rocks for the level.  I haven't experimented with combining rock meshes to form a larger and solid rock yet so this is probably where I am heading next in regards to rock creations.  More updates will be notified next week on the rock's progress as well as pictures of the finished product.

Tuesday, October 18, 2016

Weekly progress for Aimless #2

For this week's progress and evaluation on my end of the project, I've been learning how to use Zbrush to create and develop rocks to populate the environment for Aimless.  Right now, it's a slow learning process since I have never used Zbrush before.  The closest I've come to modeling such objects would be Mudbox.  I am currently developing some basic rock shapes that I can quickly model in Maya and import into Zbrush to begin sculpting some details to the mesh.  This will probably take me a week to create but I am in no rush to complete it.  Future progress on the rocks will be posted next week.  That is all for this week's progress report on what I've been up to for the game.