Thursday, November 21, 2013

wk14 research for improvement


Currently I am unsure about which I want to improve, so I think I will spend time over break making the rifle more realistic with a wood texture see what else I can do with it. Then in lab on Monday when we get back I will go into illustrator and work on making my logo better. Probably making it larger and and leaving the side wheel and gear unattached so I can eventually animate them to spin.

Monday, November 18, 2013

wk13 upgraded prop art

For this week, I decided to add to my prop art. Since I am going to have more than one weapon in my game, I should probably create another. Since i already made a gun, I decided to make a sword that the main villain would use. It is a rugged blade that is just pieced together to become more and more deadly and the handle is basically metal rod wrapped in a bandage to add grip. The nicest part is the cross grip, which would be taken from an army sword. The blade itself is made of mixed metals, since it would be made mostly of scrap metal and a blacksmith that is working in the black market. The main point of this sword is to cause damage and pain to the opponent, which is why it is jagged.

Thursday, November 14, 2013

Monday, November 11, 2013

wk12 Maya Modeling Final Phase

So here is a render of a chest i made with a torch that is suppose to be on a light source. I think the light was a little off, making it darker than it was meant to be. However, my chest is nice and lit up around the corner.

Another render of a different chest, that is more of a close up and clearer shot. You can't really see the chest too well, but the lock is much nicer close up when it. I spent a lot of time trying to make it as good as possible, but the shapes didn't go together very well.

 A close up render of a door in a hallway, not much to explain here.
 These are columns that I made to have in the corners of dead ends. They populate all the dead ends and a few extra corners. I also have a much better picture of the torch, showing how it is inside the light source so looks like the fire is emitting the light.
This is the overall picture of my maze, showing the columns and the other pieces I have added to the maze.

Wednesday, November 6, 2013

wk11 Maze Texture Concept Phase

Since my maze is going to be based off of a castle, I had to think of games that had castles in them, as well as showed the inside of the castle. First I came up with assassin's creed, which had a lot of open castles and windows that let in a lot of light. This is something I like because I wasn't planning to make a horror type of maze so more light isn't bad. Then I went to Dark Souls and looked at how it had many high roofed hallways lit with torches to create a lot of shadows that created an ominous feeling. Next was the Wolfenstein, where it had a nice stone hallway that was lit by torches. These looked very good because the roof was also low, creating a much better looking environment that the dark souls level. The final picture in the bottom right is a picture I found while looking at Wolfenstein but is from a game called pin dark, which is something I haven't heard of before, but the game looked prefect for what I was looking for. It is a stone maze with columns and torches that give off a mythical light, which I am much more interested in than normal fire light. It gives me ideas to use a much more mythical atmosphere to my maze and gives me creative ideas for decorations that show magical creatures once traveled those grounds.

Monday, November 4, 2013

wk10 Maya Modeling Final Phase


These are the renders of my maze. It is suppose to look like an old castle, falling apart due to decay and neglect. However, it is still being lit by an ominous green glow and bright lights with no source. The maze wasn't too hard to make once i got into a rhythm of placing pieces, copying them, moving them and then repeating, it even became a little fun. I may have went a little overboard with lights but I'm not going for a scary maze, just an old castle that you are trying to find your way through.