A screenshot of the new level that more closely resembles the concept. We are still working on a Skybox, fix lighting and update the scale a bit, but it's a nice step forward.
Our most updated version of Armadillo is here! This is her final model and texture, though it still needs some tweaking. Modeled by Niall Coursey
Textured by Kylie Cave Here is the final iteration for our Look and Feel of the first level in the game: Transit Center. We also have a mock-up of what our Character Select Screen should look like. Concepts by Mac Matthiesen.
After our first week of class, this is the state of the game. All base models have been added and textured. Also, we have our first animations in and we made our first draft of the Void Level. Character Select Screen In-Game
We have made some progress on the Void environment. The concepts were made by making a base model in Maya and then painting over it. Concepts by Kylie Cave
These are the Whitebox Models from our other two characters: Armadillo and Scorpion. Again, these models are for testing purposes, so High Resolution versions will be modeled later in the development cycle. Models by Niall Coursey
These are some concepts from another environment we are working on called Void. Essentially, it's a floating island in space with a bunch of debris surrounding it. Concepts by Kylie Cave
Here are some Whitebox Models of the buildings in the Alley environment, as well as some lighting tests to get a better idea of the feel we want for that level. Models by Nelson Reid
Lighting Test by Kylie Cave We have been working on getting our Whitebox Models first to start testing on them before making the high resolution ones. Here are those models for two of our characters: Hawk and Snake. Models by Niall Coursey
One of our arenas is going to be the Back Alley of a city. Here are some concepts of what it will look like. Concepts by Kylie Cave
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