October 12, 2004

More art

I've been told to focus (for the moment) on producing the content for my thesis project, with much attention to the visuals (3d assets, texturing). This has been a slow process, but is picking up quickly.

Here's a screenshot of "Tingle" one of the "furry" clowns. Special thanks to Scott Arnold for his hard work. Not all of the clowns will look like this, but I thought this was a great contrast to all the other traditional (sorta) looking clowns that I will have. He is not supposed to be so "blocky" and that's only because I haven't smoothed out his geometry yet.

tingle1.jpg

Here is the boxing glove that I finished. Quite proud, although it will probably be to many polys for the in game pickup, so this model will probably be used in the first person viewpoint perspective. A simpler model will need to be used for the actual pickup object on the ground.

boxingglove.jpg

This is a simple pie model that will be used in game for probably both the tossed mesh and the fps viewpoint mesh. Not bad stuff, texturing needs to happen!

pie.jpg

And here is another tent that I constructed for level 1. It looks much more tent like than what's already there. I think I may have to take a look at this one again however, as there is way to high a poly count for it. Blah...

tent3.jpg


Posted by Mike at October 12, 2004 01:13 PM

Comments

I know this is just the first stage, but...will they all be so polygonal looking? I guess when I picture the clowns in your game, I'm thinking something much more smooth, flowing, organic, almost cartoon-like. Tingle looks more like a robot than anything else right now.

Posted by: The Other Mike at October 12, 2004 05:01 PM

Good observation Mr. Steffen. To calm your fears, I should have taken the model and "smoothed" the geometry before posting. That step hasn't been taken because I didn't tell my modeler to do so. I want there to be a raw form that is easy to manipulate until we get it exact. I'll see if I can't post a smoother looking tingle later. But you are right, that imagery just isn't what I am going for.

Posted by: Mike B at October 12, 2004 05:47 PM

Yeah... it looks like you just need to adjust the hardness/softness of the edges in Maya. Its a handy tool.

Posted by: Aaron at October 12, 2004 06:08 PM

Righty-O sir!

Posted by: Mike B at October 12, 2004 09:46 PM

I think if that tent is supposed to be the main, big-top tent, it should have multiple support poles...maybe I'll work on some concept sketches for you on that...

Posted by: The Other Mike at October 14, 2004 01:44 PM

Actually, this won't be the main tent that I am thinking of, rather, this is the tent that is for level 1, which is a considerably smaller level than others. I'll send you the sketch of the next tent if you want. It's much bigger because I need to get "clowncar rally" operating. I'll need a much bigger tent, let's put it that way!

Posted by: Mike at October 14, 2004 04:08 PM

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