Poster made by: Ashely & Antonio
taylor price
trying on a metaphor
Not today Justin
YOU ARE THE REASON
$LAYYYTER
we're not kids anymore.
todays bird
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almost home
One Nice Bug Per Day
NASA
Cosimo Galluzzi

izzy's playlists!

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Mike Driver
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#extradirty

Kiana Khansmith
official daine visual archive
Aqua Utopia|海の底で記憶を紡ぐ
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@migjenkastrati
Poster made by: Ashely & Antonio
Compressed (zipped) Folder
Here’s the game. Please do use a Xbox controller to play it.
Home
Finally the website is done, with this Bugout is all ready for Rezz
Here’s the trailer for the game, working with premiere again was tricky but all in all it was a simple process.
Ended up redoing the statue. Nothing of interest to note apart from I found a way to deal with Quad-draw’s problem with inside faces.
Dynamesh your model to get rid of the inside face and then decimate it in order to lower the polycount to something reasonable. This model is for re-topology only, you loose too much detail to expect a good bake if you do this.
You can have the highpoly model with inside faces for baking as it retains it’s details.
So to be clear here are your models: - HIGH_Statue_v2.obj (Baking) - HIGH_Statue_v2_retopo.obj (Retopology)
Finally some colour variations of the statue. These may or may not be useful though I really like the colour scheme of the red statue.
Texturing this was an exercise in restraint, I kept wanting it to be more detail but that would ruin the whole stylised theme we’re going for.
One thing to note is the MG Light generator in Substance painter, it’s really good for exaggerating the lighting on the model while keeping the detail.
Retopo of the statue was fairly straightforward, just had some issues when unfolding the UV islands with Maya 2018. Looks like using the legacy unfolding software was the was to avoid trouble.
More Variations of Blob, the glitch corruption wasn’t big enough.
We had the idea for a sort of collectable bug for the main character to eat.
Once again our concept artist delivered some illustrations and I got to work making the grub.
Didn’t take as much time as the Blob but that’s probably due to how big each of these are going to be ingame.
The final design for the Blob enemy, there were a few variations again but I settled on the first one since both the colour scheme sort of works and the jaw still looks metallic.
Now the real surprise is inside the mouth where the glitched corruption is found, couldn’t really paint that on the model but I can paint on the UV and hope for the best.
At this point I hit a bit of a wall with the texturing, something about the colour scheme wasn’t working and I spent far too much time trying to figure it out.
We needed an enemy for the game, so I sent off a few designs to our concept artist.
This is the final model after a few iterations, the tentacles were moved around a bit before I was happy with the design.
Some very rough character concepts
Alchemy concepts.
One of the ways we came up with ideas was first making some very rough drawings then sitting down and brainstorming.
Here we have a few moodboards for the FMP.
We were still trying to get an idea down at this point
I did get the basics of the robot bodies modelled after we settled on a design to work with, the models were made by me while the concept art was drawn by another team mate.