Game Model Dev. (Deadeye Desperado)

Here is the link to the game!
Deadeye Desperado

Along with the trailer of course!
DD Trailer

Lucio Salt
4/15/2020
CAGD

I've taken the renewed gun model from the prior update and fully textured it.

The images are provided below. You may notice the emissives exclusively white. This was upon request as the producer said we can program something like a color shift for the emissives.








As you can tell, I've made use of quite the amount of smart materials and emissive paints. I've taken the criticism to make use of darker metal material like a lighter version of cast iron / dark steel. The was done so to have the emissives show better in-game.

All the runes carved on the gun hold meaning as I found that the regular runic letters are lacking appeal and I have no idea of combining them to make phrases with meaning. Luckily thanks to Google Images' suggestions, I found phrases such as the Ottastafur meaning to "Put fear in the enemy".

One of the runes carved on the firing hammer is not found on the image below, but its a symbol for Thor's Hammer.



I studied on the past model that was used in earlier developments of the game to animate the firing animations. Below was included in the files provided for my studying and it seems like Right -Hand Global Control is the main actor for the animations.



Now the thing is, I don't have hand models, but a full-body model. At the moment, I'm relearning the rigging aspects of animation and I'm building out the skeleton to then weight paint the model. The rigging of the gun seems weird, so I got to look more into that as there's some weird floating joints on the bullet.





Lucio Salt
3/30/2020
CAGD 495

I've taken up the criticism to stick better to the plan or the original concept in some aspect in regards to the shape.

Below is the first one created, but I went too much away from the design.





The images below were of the new design. The blade has been made more curved and barrels slightly more elongated.

Also, the back of the revolver has been cut off to have a better view of the bullets with their emissives. The hammer's default position is cocked back as per our lead's request and only the hammer tip is remaining so that there is an aspect of magic to the gun's form.

Lastly, I narrowed the loop holding the crystals in the front as I do agree with my leads that it was too long. I used three 4k texture maps so that I can use a decent amount of textures to make the gun look perfect and to avoid issues with UV overlapping in while in Substance Painter.




Reference




As of now, I'm sorting through smart materials to see what works best and looking through references for how to do the runes on the gun.

My current tasks are to texture my gun, study the previous in game model's rigging, and to study the emissives.

Lucio Salt
3/3/2020
CAGD 495

Good day today, so for my progress so far, I've created and textured our protagonist below to match the provided reference and color palette supplied to me. I've stuck with the teal tone of the design.





Currently, I'm in the progress of creating the revolver. I was at a loss of thought to find out how would the original design would work. I took some designs for Sketchfab and found one that showed a disassembly of a revolver. I took that design and built upon that while referencing the original concept.

The knife was a bit of a weird one though. Since the enemies in the game are stone-based, it wouldn't make sense for a conventional knife, so I made a blade that more hammer/ax like with a heavily weighted edge and point tip for design sake.



I've taken the previous block out and changed it up to the one above as the thought was to have the bullets be visible to show the special bullets. So changes were made on the rain bit to allow the viewers to see the color bullet being used.



I'm currently in the phase of finalizing the design and UVing these parts. Once done with that, I'll be moving to texture the gun then seeing to what else needs to be done.


Lucio Salt
2/18/2020
CAGD 495

Good day, for this semester I'm part of a game design team where I'm acting as one of the two modelers. Within the time-frame of the first sprint, I was tasked to create 4 Stone Assets. Two of those would be destructible, spawning smaller shards or nodules of the type of geode they are.

Here's the first of the boulders that will act as a destructible object.


Here's the second geode type boulder.

  

Upon these being destroyed, two types of smaller stone will be spawned. The first would be similar to the first image above.


The second picture below is a reference to the geode type boulder.

 

One of  the criticisms I've gotten for the color was that if it is destructible, wouldn't warm colors be best to symbolize that. So I went back to my Substance Painter Files and changed up the material's colors.





After finishing up with these assets, I've been tasked with the character model for the protagonist. more notably, the arms/gloves and legs/boots. I've completed the blocking out for the leg and the boots with further refining being needed. 


At the moment, I've been working on the arm/glove blocking out and the high poly modeling. Here's what I have for that. Do note, I'm working from top down, so I've spent most of the time refining the rolled-up sleeve and plan on beefing up the arm and leathering-up the gloves.

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