Sunday, October 30, 2011

Side Scrolling Shooter - Work thus Far (Part 2)

Posts have not been coming lately due to being busy outside of this class, and outside of school too.  However, like I said last time, it does not mean I have not been working.  I will show my work thus far into our shooter game, and what I have submitted.

Due to working on multiple projects, showing off the work at different stages would be too tedious.  Therefore, I will show each of my work in selected stages of work, instead of every single stage I have saved at.



Here is a very simple baton, which will be used as the main melee weapon for our mall cop to hit nearby baddies.



Here is a tough one that may not be inputted unless we have time, but fun nonetheless to make.  The flail would probably be a later upgrade for our mall cop.  Shown is it's design through multiple stages.




Another tricky one, but fun nonetheless, the flamethrower.  The design was meant to rest on the segway's front, and cables sent to a tank on the backside, which explains the pipe off the backside.  If implemented, would be fun to scorch all nearby enemies.


The tank of the flamethrower, which hides on the back.


An upgrade to the melee set, the katana.  Simple in design, but with some texture work can be crafted into something beautiful.




Last but not least, the shotgun.  This had some difficulty setting into fbx format, but I got it done.  A staple to any gun based video game, and I for one am proud of the design.

Monday, October 3, 2011

Side Scrolling Shooter - Work thus Far

Updating has been a little lackluster, but that doesn't mean I haven't been working.  I have been given the task of modeling some of the features in our Mall Cop game.

So the first model I was tasked with is a simple model for the zombies our hero will be fighting.  Here it is through initial stages.  Although the design becomes complicated, I do not add some specific features, such as a face, clothing, or textures, and instead adopt to make a more detailed muscle structure.  I do this for two reasons

1. This complex model can be altered and used for any type of enemy we need.  Whether it is to make the legs thicker for a jumper, or bigger for a muscle zombie remains in the final stages of production.  Instead a detailed model is used to expand to make more enemy types, saving time for our team later on.

2. I can use this practice for developing a career in modeling characters.  I can show how well I can make a model in my portfolio.

Each snapshot is the model (thus far) I have saved in my database.  Therefore, if I have to go back and make alterations or a model doesn't fit for the time being, we can use an earlier model and start from there.





I was also tasked in making a handgun for our hero to start out with.  It is more finalized than the zombie, but it is still in multiple stages.  Again, tweaks can be made and we can just start out with the simpler model for now.