Last week class, which i was too sick to attend, had assigned a little art project. We have to come up with box art for our game due in two weeks no one week lol and we really have no art direction for it.
In sprint 0 were as meta teams are supposed to get pipelines established. since we're doing a 3d game we have to come up with system that will get assets in the build without any problems. We came up with tech requirements document to help with formatting assets so the team can be on the same page. In that doc we mention unit scale, poly count and file types. as a whole we put this document in the art bible as well.
Today I 've started the Lerpz project. The first project of CSG 115 this project basically give us an overview of the tools in the unity engine. the project is a game with pre-made assets and some scripts we have to put together in unity using the tutorial, because were noobs, to make a working game.
the next step is 3d modeling with the base mesh already completed the only thing is to model the armor around it. using the hard surface the one of my peers introduce to me made it easy to model in 3ds max instead of sculpt the details in mudbox which are my weaker skills.What was hard about doing this technique is that it creates many vertices with are difficult to keep track of. After setting up my the model sheets as reference I just start with pulling out faces so that there separate elements.
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