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.