As mentioned in the prior post, I've been assigned the task of creating the player character model.
Which makes sense, seeing as it was my design that wound up chosen as the final character design?
I've been getting there, slowly. I'm really hoping to try have this finished up tomorrow, since the main body of it is currently complete, but I still need to finish the coat, the face and hair, and the hat.
Tuesday, 25 October 2016
26/10/16 - Production Studio (Interactive) - World Building
Guess who'd pretty much forgotten that this was a thing that still needed updating?
Yeah.
So lately I've been working on the character model, and helping Ethan out with building the level in 3D, by roughing out concepts of how each area might look in terms of tree placement, lighting, colours etc.
I've done three areas, including the base beach, the jungle/forest, and the cave.
I also worked out that for the placement of objects outside of the path, the world should be broken down into four lanes (with a fifth coming into play for the forest/jungle).
In all areas, lanes C and D would be the player lanes, with the character centred along the dotted line, leaving lanes B and E for background and foreground objects respectively. When entering the jungle, the map would slowly extend out a fifth lane (A), which would create space in which to place a second lane of trees.
Potentially along the dotted line of A, for all maps, we may have an illustrated background to represent the distance, to save on modelling and time.
Yeah.
So lately I've been working on the character model, and helping Ethan out with building the level in 3D, by roughing out concepts of how each area might look in terms of tree placement, lighting, colours etc.
I've done three areas, including the base beach, the jungle/forest, and the cave.
I also worked out that for the placement of objects outside of the path, the world should be broken down into four lanes (with a fifth coming into play for the forest/jungle).
In all areas, lanes C and D would be the player lanes, with the character centred along the dotted line, leaving lanes B and E for background and foreground objects respectively. When entering the jungle, the map would slowly extend out a fifth lane (A), which would create space in which to place a second lane of trees.
Potentially along the dotted line of A, for all maps, we may have an illustrated background to represent the distance, to save on modelling and time.
Saturday, 1 October 2016
01/10/16 - Production Studio (Interactive) - Prop (Part 4)
We have models! Or a model.
3D is happening, which is saying something since I still don't understand or know what to do with the newest version of Maya.
3D is happening, which is saying something since I still don't understand or know what to do with the newest version of Maya.
Friday, 30 September 2016
30/09/16 - Production Studio (Interactive) - Prop (Part 3)
Not a 3D model, yet, but I figured before I got cracked into that I'd start on a rough turnaround of the cannon, for demonstrative and reference purposes. Also polished up the concept of the bird, as my secondary concept.
Could I have edited this onto my last post since they're done in the same day effectively? Sure. Am I gonna? Nah.
Could I have edited this onto my last post since they're done in the same day effectively? Sure. Am I gonna? Nah.
30/09/16 - Production Studio (Interactive) - Prop (Part 2)

Cannon concept has been refined, and a 3D model of it is in the works (will upload that later). I also elected to tweak the chest concept and simplify it, as well as added a rough tree concept - maybe it could be shaken and have the coconuts fall and be used as cannonballs, or something. Alternately it could just move in the background as if with the wind, to make the scene feel more realistic. I also added a concept for a small bird, that might be seen hopping around and pecking at things in the background.
Sunday, 25 September 2016
26/09/16 - Production Studio (Interactive) - Prop
Blogger stubbornly didn't want to let me upload concepts for my prop, but finally, here we are.
I roughed out two different props to start (ignore the fact that the first cannon colour concept isn't completed) - a cannon and a treasure chest.
I decided that the cannon would be the prop I chose to model, so here's an extra more refined front and side view sketch.
I roughed out two different props to start (ignore the fact that the first cannon colour concept isn't completed) - a cannon and a treasure chest.
I decided that the cannon would be the prop I chose to model, so here's an extra more refined front and side view sketch.
Wednesday, 14 September 2016
14/09/16 - Creative Studio - Concepts
Wanted to rough out some concepts for a skull element to use in the creation of my zoetrope. So far I'm planning on using this as the 'final' model that the other elements will create, but we'll see about that later in development.
Started with a rough sketch of a human skull. I want to go somewhat stylized, so it's not heavily referenced or super accurate.
I then roughly broke these up into triangles and other shapes, since those'll be mostly what I work with when it comes to modelling, since I plan to stick to low poly.
Marked out the eye sockets, nose and cheeks, so you can see where things actually line up.
Also roughly coloured this to look like I've modelled it, so we can see how the final product might come out.
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