Saturday, February 25, 2012
Aztec Environment
Progress on an Aztec environment I am working on for my plataformer level and also as a possible portfolio piece before GDC.
Sunday, February 19, 2012
13 Hour Challange - Plataformer Assets
13 Hour Challenge.
Done with character early, decided to make some assets for my plataformer.
Everything you see here was completed in a total of 13 hours.
Saturday, February 18, 2012
Aztec Staff
This is the work in progress of the weapon for my Aztec character. Pretty much done with the high-res. Using a lot of things I learned from modeling the character, so sculpting this weapon took me no time at all.
Tuesday, February 14, 2012
Sunday, February 12, 2012
Character - Finishing High-res sculpt
Pretty much almost done with the high-res sculpt. The hair is getting re-done through hair planes for use in-engine in UDK. Working on his weapon to take a rest before giving this a few last touches.
Friday, February 10, 2012
Finished Ball Contraption
Completed Ball Contraption. Worked on some cool fire and ice particle systems and shaders to finish it off along with tweaking a few mechanics. Was very fun to work on. The particles follow the ball to compliment the complex shader i built. Since performance in the game affects the physics i still had to be smart and keep them low in number of instructions when working on the shaders in order to keep performance up.
Also added some impulse actors on the ice tornado contraption in order to consistently move them to the center.
Sunday, February 5, 2012
Character high-res detail [WIP]
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjPLmjT_OEfZPea1oM9i2dAIPoOozHYDN6sSO01FfEvbwfrjW2uOOp-UTKr9gL3I306Q2yTJfyAaTH2rykI-wsDon5rAfk3wd2viDDXMjSV4-iqCJcIUHz2DCsO-8kN2P1Z2EBszDH4WLI/s320/Progress_3.jpg)
I am currently enjoying my detailing method, it's fairly modular, so I make one good detail piece and I am able to re-use it across the model. The headdress I am probably going to to give separate feathers instead of just making it a flat sculpt. Moving on the be belt, further refining that helmet, wristbands and finaly, giving the body another pass with more detail.
Friday, February 3, 2012
Ball Contraption [WIP]
UDK Physics and Programming test. This is all work in progress. Music by killertracks. I created that quick ice shader. Particle effects by Epic Games.
Got really frustrating at one point, but I am solving a lot of the issues.
Wednesday, February 1, 2012
Character - starting to detail [WIP]
Multiplayer Level Greybox Design [WIP]
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjR0pGqsy3GNqwRVFtJLW5_rQfUezr2Ln2Mp4cbOB88t40hTQQHr-9SyxdERFqGSFX02wyWk74v5HI2AlBvjwo9FQDosKdDN9KU5jA4ThKK1P-swYxF92KK43betdIWp3w4u-jQutGp23I/s320/4.jpg)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEja69ajEtWRHvgUuyQwrpLAXJMNXNooWu_Fmyzcwq_8toyRGRpjVBEeCkDHUL8h-C_rq43IGq_jZIoGjCN7pFyfu8YprnV-iUhN3Acz0JFVFVm5eq2lU8utJZUWHaBlgRGhsI1KMJATVtA/s320/3.jpg)
Blocking out space for my game design class. It's a challenge to get everything balanced while making sure everything looks grounded to real life. The map was based on the back alley of the "Colombia" restaurant in st.Armand's Circle in Sarasota. Further edited to achieve a successful multiplayer level.
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