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Nathan Loy ART 198 | Game Design and Development Final Task List - This semester I worked on Boston’s game ‘Athlete Anarchy’ most of the semester and Peter’s game ‘Residuum’ for about 2 weeks. In this time I completed 5 3D models for Boston’s team, (Barrel, Bus, Car, House, and 2 Power-ups), and one for Peter’s team, (Freeway). - The order I go over the props is the order that I completed them in. House: - My first prop was a house that was meant to be cartoonish enough to fit the aesthetic of the game. I followed the reference of Mickey’s house in Toon town Disneyland.

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Nathan Loy

ART 198 | Game Design and Development Final Task List

- This semester I worked on Boston’s game ‘Athlete Anarchy’ most of the semester and Peter’s game ‘Residuum’ for about 2 weeks. In this time I completed 5 3D models for Boston’s team, (Barrel, Bus, Car, House, and 2 Power-ups), and one for Peter’s team, (Freeway).

- The order I go over the props is the order that I completed them in.

House:

- My first prop was a house that was meant to be cartoonish enough to fit the aesthetic of the game. I followed the reference of Mickey’s house in Toon town Disneyland.

- I modeled it, unwrapped it, and Louis textured it with images he found online.

Textures used:

Car:

- My second model was a beat up, broken down car to be used as an obstacle to block off roads so the player could not go into areas they weren’t supposed to access. I modeled it according to the references below.

- I modeled the car and unwrapped it in 3DS Max, and textured it in 3D Coat.

Textures Used:

AO & Diffuse Specular

Bus

- Like the car, we needed more variety of things to block off roads that shouldn’t be accessed. So I modeled a bus with the references below.

- I modeled, unwrapped it in 3DS Max, and textured in in 3D Coat.

Power-ups

- This was the prop that I spent the least amount of time on. I modeled it according to the references below. They were supposed to be a candy bar and a soda can that would act as a pickup/power up for the player.

- I modeled and unwrapped them in 3DS Max, then passed them off to Boston, (who passed them onto Matt). I didn’t texture these because I wasn’t sure of exactly what they wanted on the power ups, (brand name, any text, color, etc.).

- I created both a HP and a LP

Barrel:

- This was the last model I worked on for Boston’s game and I did not finish it in time. - I did not model this to a reference image because this was one of the first models I made and I

still remember everything about it.

- I created both a high and a low poly in 3DS max and unwrapped it, but I did not have time to texture it.

Freeway:

- This was the last model I worked on in the class and the only model I worked on for Peter’s game. This prop was to be enormous, not viewed typically from above, and not accessible to be walked on top of by the player.

- I followed the references below.

- I modeled and unwrapped the object in 3DS Max and textured it in 3D Coat.

What did you learn?

- Although I have been in a game team class before, this class gave me a little more time to work with 3D Coat; a program I only got to work with briefly in my Professional Art Production class.

The process of creating multiple texture maps by just painting them onto the model saved me a lot of time and frustration. This is one of my favorite ways to texture now.

What are your greatest strengths?

- Definitely modeling. Because I’m not the best 2d artist, I can express myself in 3D a lot easier, and I know how to unwrap very well. I’m still learning how to texture, and I know how to animate, but my greatest strength is definitely 3d modeling.

What do you plan to do next to further your growth?

- Because I am graduating this semester I have a twostep plan to hopefully enact. 1: take a single class to keep learning new techniques and software, and 2: intern somewhere to get hands on experience.