Sunday, April 29, 2012
Final
Officially done with the game. Ok, no, not really, there's always tweaks I can make, it's a never ending job but in all, It's complete. It's been a rough couple of months with a lot of work, but I managed my time well and even finished a bit earlier than I expected. In the end I had a lot of performance tweaking to do which had me research a bit about LOD's, removing meshes, deleting/adjusting particle effects, downsizing textures and including resolution settings in the game in case anyone wants to play it on their own PC.
Also below is the 1-page design of the game:
Friday, April 27, 2012
Final Cinematic Screen
Screenshot of the game composed for the final cinematic and splash screen. Close to the finish-line with the game. Should have all game-play video by next week. I am also working on the one-page design of the game and documentation for cooking the game and putting it together for the final executable file.
Sunday, April 22, 2012
Aztec Plataformer Gameplay pt.2
Guest appearance by Melanie Seiderman-Morillo's character model as the questgiver!
Still working out some kinks and bugs but for the most part, the meat of the game is finished, currently working on the ending of the game, and the aprt I am working now is a part that is safely implemented through map loading, just in case i don't have time to finish.
Thursday, April 19, 2012
UDK Plataformer Gameplay pt.1 [WIP]
This is the platformer level I've been working on this semester. Everything is still work in progress.
The beginning section of the game doesn't have as many gameplay mechanics as the rest of the game does, so i will post the rest once i get further along in
Thursday, April 12, 2012
Boss Battle
Tuesday, April 10, 2012
Weapon 1-page design
Finished with the weapon model. 1 1/2ish pass on texture. Cool glowing material. Going to work on its particle effect.
Monday, April 9, 2012
Plataformer Assets for Portfolio
Currently updating my portfolio in my website. Take a look over at ignacioguajardo.com
These assets were all done using the Zbrush-> bake AO and Normal map in Xnormal-> texture in 3Dcoat and photoshop workflow. Combined some normal information from crazybump into the maps as well.
I am in the process of lighting and set-dressing my platform as well as incorporating more game-play mechanics at the moment so those screenshots will be released later this week.
Friday, April 6, 2012
Final Character for Best of Ringling.
EDIT: Here are the final portfolio sheets for my character
So I got this character in to best of Ringling. Touched up a few things and here is how it turned out. 11,940tris, 2048 diffuse, specular and normal maps. Separate materials for the jade and gold as well as the skin which uses DX11 sub surface scattering to give it that final touch. Also, i have to say, there was a lot of trickery done to get all the small pieces in for the character which would have been impossible otherwise. My tricks involve using a lot of alpha planes (with stacking uv's ofcourse) as well as some cheap planes with an extra edge for depth. I spent a lot of time optimizing this to be under 12,000 triangles while still keeping the silhouette and all the elements of my high-res model. Things like the frills in the skirt use carefully painted alphas. So does the necklace and jewelry.
Please watch in HD.
I am now in the process of animating an idle, walk and special animation for this guy for my plataformer level which I will also post progress on soon, which I've been holding off on showing to get game design issues out of the way and then move on to set-dressing.
So I got this character in to best of Ringling. Touched up a few things and here is how it turned out. 11,940tris, 2048 diffuse, specular and normal maps. Separate materials for the jade and gold as well as the skin which uses DX11 sub surface scattering to give it that final touch. Also, i have to say, there was a lot of trickery done to get all the small pieces in for the character which would have been impossible otherwise. My tricks involve using a lot of alpha planes (with stacking uv's ofcourse) as well as some cheap planes with an extra edge for depth. I spent a lot of time optimizing this to be under 12,000 triangles while still keeping the silhouette and all the elements of my high-res model. Things like the frills in the skirt use carefully painted alphas. So does the necklace and jewelry.
Please watch in HD.
I am now in the process of animating an idle, walk and special animation for this guy for my plataformer level which I will also post progress on soon, which I've been holding off on showing to get game design issues out of the way and then move on to set-dressing.
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