Sunday, November 7, 2010

Figure Draw-a-thon @ Arts Center




I think the middle image is a 5 minute pose, other two are 10.

The next few are 15 minute ones. I think I like the shorter poses better though.


Monday, October 4, 2010

"Battle Force 4:SAGA, The Art of" By Noah Schnapp

"Battle Force 4:SAGA Trailer" By Noah Schnapp

HUD from Saga



Sadly we almost had a fully functioning version of this, but it didn't quite make it into the game. Above is when the Utility power is fully charged or when it is completely uncharged. Would have had some sweet fade-in of the glowing red dragon as the player gained charge in addition to each button becoming highlighted.

Friday, May 21, 2010

Final Boss Concept


One of the last pieces of concept art I drew, this featured the head and hand of the queen emerging from the sand to attack the player. Ultimately our boss was structured very differently from this in terms of game play, but her appearance and the lovely snake-mouth-tentacle was maintained. The threatening worm below was another potential look for the various tentacles that would be attacking the player before they could actually reach the boss' head.

Friday, April 16, 2010

Splitter Concept Art follow up and level design

Re-imagining of the splitter enemy. Head and beak connection needs to be improved, but attack animation with the massive arm fat should be excellent. Probably will go with two arms instead of four for a little bit more ease on the part of our animator.

Also I think I've been playing too much God of War. Not sure if this is good or bad for our game design haha.

Tuesday, April 13, 2010

Creating normal maps in Mudbox


At first I dreaded the idea of learning Mudbox or Zbrush for the semester long project I'm working on for Game Development 2; normally I find that picking up new software in the middle of a project doesn't make sense because the time commitment to learn how to use the software effectively is too big. Mudbox, however, was extremely easy to pick up, primarily because of how intuitive it was to use. While there are definitely aspects of this model that could use some improvement, it was a great first experience in the program.

I quickly threw together some comparison screenshots:



I found that really over exaggerating the muscles helped when bringing the model back into Maya and eventually into the Unreal Developers Kit, where they lose a little bit of the detail seen in Mudbox. Regardless, I could use a better reference for the back muscles in particular.

The diffuse texture maps were created entirely in Photoshop.