I've been working almost exclusively on Pod & Rodney lately, creating new visual assets and animations for that extra polish that Greg and I are looking for in our finished product. There isn't much else to say or show besides an unfinished render or two, since the game is more the sum of it's parts, rather than each individual model/animation.
Other than that, I've been striving to better myself in a few different areas besides portfolio development. I've been trying to work out more by running a few miles a day. I've also been trying to eat less in the evenings and generally becoming more conscious of my health. I'm usually not that attentive to things like that, so getting into the regular habit will be a bonus for this summer's quest of productivity and self improvement.
6/25/10
6/17/10
Rodney Walk Cycle
Here is the first finished character animation for Pod & Rodney:
It took me about an hour to complete. I have a lot more to go after this one, but I think I'm off to a good start!
It took me about an hour to complete. I have a lot more to go after this one, but I think I'm off to a good start!
6/16/10
Living Level
I've shifted my focus back to Pod & Rodney, and things are moving along very nicely with that. Tonight Greg and I got a few finished animations and environmental assets working in his code, and I have to say it was one of the greatest highs I have ever felt. Seeing what we have created come to life is just an incredible feeling that I cannot explain. We have worked very hard to get where we are, and we have a ways to go. Him and I are both very excited to be this close to a finished product.
Once we have a tech video posted on the official Pod & Rodney blog, I'll post it on here as well.
Once we have a tech video posted on the official Pod & Rodney blog, I'll post it on here as well.
6/11/10
Next Step
An internet buddy of mine, 'Shpladoink', has taken over the Plague Doctor mask for exporting and optimization. He knows quite a bit more than I do about creating assets for Source Engine games, so this has been a huge help, and a great learning experience for me. So my next challenge is to finish my Stone Rhino mech and get Rodney exported for rigging. I'll probably work on both back and forth so I don't lose productivity momentum, if I get a lot done on one or the other, bonus.
Here is a screenshot of my Plague Doctor mask in-game.
Here is a screenshot of my Plague Doctor mask in-game.
6/9/10
Finished Plague Doctor Mask
6/8/10
Plague Medic
So Far
I'm starting this blog to document and journal my portfolio progress this summer. Here is what I have done prior to starting this blog:
This first image is a Morrigu tank from the Battletech universe. It took me about 10 hours to model.
Next is a level for Team Fortress 2 that I recently finished. It's called koth_barrel_shoot. About 16 hours of work in this.
Here is my unfinished Stone Rhino mech, also from the Battletech universe. I'm about 7 hours in so far.
Development is still on-going for Pod & Rodney as well, an independently developed puzzle game by a friend and I. The image links to it's blog.
The models are done in Maya, and the TF2 level was made in Hammer.
This first image is a Morrigu tank from the Battletech universe. It took me about 10 hours to model.
Next is a level for Team Fortress 2 that I recently finished. It's called koth_barrel_shoot. About 16 hours of work in this.
Here is my unfinished Stone Rhino mech, also from the Battletech universe. I'm about 7 hours in so far.
Development is still on-going for Pod & Rodney as well, an independently developed puzzle game by a friend and I. The image links to it's blog.
The models are done in Maya, and the TF2 level was made in Hammer.
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