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Sunday, February 8, 2015

Seamless Whale Puns Are Somewhat Seamless

Spent most of this last half of the week in ZBrush and Photoshop to produce some results in terms of textures and put my animation cap back on as I critiqued some of Kai-Lin's animations.

What I Did

To start I explored the toon shader more. I did not like the flatness of the armor and wanted a way to make the armor less flat from a moderate distance.  So I went into photoshop and made a makeshift cracked stone texture and used it in ZBrush spotlight to create a stone like armor with cracks, and when placed next to a flat armored unit in Unity it looks much nicer. (3.5 hours)

My makeshift stone texture
that I made from
scratch in Photoshop...pretty dang proud

Unit on left has the texture on while the one on the right does not, It's subtle at this distance, but the light is not blinding with the stone texture


I modeled and UVed the environment pieces for the game (.5 hour)

Critiqued the animations for the tank unit (the trunk movement specifically) the sniper unit ( the weight of the front legs when walking) and the walk cycle of the Kamikaze (.5 hour)

I textured (using a combination of photoshop and ZBrush) the ground pieces using both a grassy style and dirt style. I currently have two iterations in Unity pretty seamless and have a third iteration still in the works that will look like a simpler version of the cracked dry dirt and weedy grass images below (4.5 hours) 

3rd sand iteration



3rd grass iteration

Total Time: 9 Hours


What I'm Going To Do

I'm going to have the textures of the remaining two iterations in by tonight, and fix the environment with any feedback given.

I will also continue the armor texture if the group likes the sample

Test out the toon shader on some modeled rocks that were conceptualized by Desiree

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