Each week we are getting closer to having our main character sculpt finalized! This week Danielle really took to correcting her facial features as well as ensuring she had proper child-like proportions. Danielle also gave Luna's hair volume and styled the bangs with more direction.
The owl sculpt went through a lot of change this week, and Fábian took it back to square one to ensure that we got the right silhouette. Danielle created a new turnaround for the owl to help Fábian with the proportions. The owl now has a smoother shape, more stylized to match the game, as well as some sculpting to suggest feathers rather than many individual ones.
All our NPCs are in 3D! ... well, almost all of them. Danielle finished sculpting the meshes, and Kaitlin is just rounding up the last of the UVs, texturing and animation. Soon they will all be in Engine and waiting for blueprints!
Michael and Sayed started on some prop modelling this week and also experimented with some textures. Michael created the blue crystal as well as a massive selection of rock platforms. Sayed was hard at work on a modular set of rocks we could use in the levels.
Joel was working on refining the Fear monster this week and added the legs. Next week he will be focusing on adding high poly detail and a rig.
Our art team this week was hard at work on the environment renders for the 3 levels. Two pieces, Sadness and Anger were finished this week. Brendan also created a render of Luna in the Fear level, holding a mushroom cap over her head to protect her from the Fear Boss.
Michael was hard at work this week pushing through the rest of the white boxing for the Sadness level. He created a quick mesh in Maya to help place where the pools of water would be, as well as colourful cubes to show where Luna will have to use the Flash mechanic to reveal the path forward.
Brendan was also white boxing and created the caverns of the Fear level. Below is a look at the exterior (map view) as well as a preview of the inside with glowing mushrooms and a campfire.
Stay tuned for next week as we will be working hard on implementing mechanics as well as animation!
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