Wednesday, 26 March 2014

Entry 20: Time is running out



 This week, I have created 4 views of artemis e.g. right, left, front and back to give a full 3d realistic feel to her, but I feel that I could make this look better because the light and shadow would be more dynamic upon the human body.

On my level, I have started to add a mysterious feel to it with the use of a logo placed around the level, as well as adding broken floor tile texture to the floor and a ceiling texture to give the room more real.

Other assets like the desk, a painting and a glass wall are now fully textured (with diffuse, specular and normal maps are added).

My next task is to create the texture for the gate, pilars,boxes, and other additional textures to give a thoroughly unique expereince to the player. 



Wednesday, 19 March 2014

Entry 19: New perspectives

 
 This week, I have texture the main floor with a tile texture, the side rooms have a broken tile texture to show the age of the building.

As you see on the  screenshot I have updated the lift with a more complex style to show my own ability.

I have drawn various view points of my own adaptation of artemis e.g. left, right and the reverse side of the character to give a 3d feel.

I have only completed one that I feel is finish in terms of light and shadow within the model, using photoshop as a tool to create a realistic character.

I am eager tro know your views on my work, your comments are apprechiated.


   

Wednesday, 12 March 2014

Entry 18: back to normal


 This week, I have added a background as well as shading to give a realistic view, I feel that the colours have contributed to an atmospheric image.

I have drawn other angles  of the character e.g. back, left and right sides to her to show 3d design, as well as to progression in my own abilities.

On my level I have added specular and normal maps that serve as was to creating thorough realistic meshes e.g. The bookcase is a key mesh to create the atmosphere of the room.



Wednesday, 5 March 2014

Entry 17: Colour Revolution



                   This week



 I have updated artemis' design by adding a more intense shade onto the model to give a feeling of reality , in terms of light and shade, as well as a bow with a greek design to show her origin  as well as what she liked.

As you see, the preliminary designs I have used colour to show progress throughout the project. I find that both designs use the best elements from the research that I have done.

On my level design, I feel that time is slowly ticking away due to the texture/ materials taking time to perfect and place on the static meshes.

This screenshot is of the basement area, now it portrays a dark and atmospheric design with the use of blood and the lack of light in that area.