Showing posts with label Weapons. Show all posts
Showing posts with label Weapons. Show all posts

Friday, 22 November 2013

uv's update and weapon simplify (darren)







Here is a quick post outlining the completion of the mech's UV's and the alteration of the mechs weapon so it doesn't look so over engineered and so it looks like it actually fits on the arm like a solid object.
In regards to the mesh of the light weapons the majority of the poly's weren't being used as effectively as they could have been so I dropped the poly count and it was through that that the mesh started to look more like a solid object. To improve the texture quality overall for the entire mesh I pieced as many parts together and overlapped UV's anywhere I could to gain that better quality and detail and make the overall file more efficient when multiple versions of the mech appear in the game












Sunday, 17 November 2013

Mech and Weapon Progress(darren)


Here is a quick post showing the progress of heavy weapon designs  and the mech model. This post will be updated tomorrow with further changes to the mech and weapons which have been highlighted by the group.
This includes making the mech more stable in the pelvis area and makeing sure the colour scheme matches that of the mech design it is meant to fit one.












Sunday, 10 November 2013

Model progress and light weapon design (darren)


Here is a quick post of the progress of work produced from wednesday 6th to friday the 8th of last week. In these three days I rebuilt the mech torso to make it easier for me to understand how to piece the arching sections of the torso near the shoulders. Whilst doing this I found it easier to eliminate 300 polygons and detail which weren't necessarily needed and couldn't be seen from the rough idea I had of the camera distance. I have also been generating several more light weapon designs in three stages which are

rough paint blockout

simplified line work

colour paintover

The generation of heavy weapons has also begun but only in silhouette form.
In feedback on the 8th it was highlighted to me that further detail could be removed from the model which may not be seen from the game camera. The model also looks quite blocky still with a fair amount of poly's not contributing to the shape of the model. The actual act of movement of the model is also not quite understood so importance needs to be placed to accentuate certain features to better convey the understanding of movement.

 Over the course of today sunday I am going to experiment with the silhouette to generate different shapes for the back in photoshop. I also need to reposition the parts of the model to creature a more dynamic standing pose, as the model was criticised on the friday for being too straight, stiff looking and looking like it had lost a bit of its character from the transfer from 2-D to 3-D

Design Process


Rough Paint Blockout

Simplified Line Work

Colour Paint Over


Mech Progress














Futher Light Weapon Designs and Heavy Weapon Silhouettes








                                                      








Wednesday, 6 November 2013

Final Weapon Designs :Lara:




Selectable weaponry for monsters :Lara:

Here's a quick list again to show the weapons we had in mind for the monster classes. A macuahuitl, which is an aztec sword for the melee version since it requires quick moving, a crossbow for the ranged/light version and a portable cannon for the heavy vesion.

Friday, 25 October 2013

Final Mech_design_weapons


Here is a quick post showing off the final mech class's look and some weapons that I have started to design for them to diversify the classes from each other more.







Friday, 18 October 2013

Cleaned up mech roughs and weaponry thumbnails (darren)


Here is a quick post showing the progress on my mech and mech weaponry designs. As of so far I still have two thumbnails I wish to explore for the overall mech designs with colour variations still waiting to be done. This I'm aiming to do over the weekend. As for the weapons I still have a fair amount to explore to make them both interesting and consistent with the mech designs they will be placed on.