Sunday, December 8, 2013

Final Work Hidden Byzantine Cathedral









This is the place where you, the Eagle Eye (Assassin), was born. A hidden Cathedral in the middle of the forest, here you learned how to kill in the will of God and how to protect your country from the dark forces that are about to come. No one knows about this cathedral except you, the priest, your master, and your brothers. You were chosen carefully to defend your country in the future, and living life there made your mind clear and calm so you could prepare yourself for the war. All your brothers are there to help you, but sometimes you will have to take care of problems alone, which is not a problem for you are not lacked in skill. Just to remind you, Eagle Eye, this is where you came from don't ever forget your homeland.

Thursday, December 5, 2013

Wk14 - Texturing Building Upgrade Phase




I textured the Building, and for my final I am using a lighting and shading to make the building more realistic. and also I was thinking on adding a landscape in photoshop so that it will give an idea that the building has an actual setting.

Monday, December 2, 2013

Wk13 Magic Creature Cards Modeling Phase





Until now I used a great time to reconstruct my 2D building into a 3D building on Maya. This project will be used for my final work in GDD110. I am looking forward to texture the building, and add a landscape to it. I really liked the idea of even adding people which I can bring from Poser to make the scene more realistic. Remembering that this is the Byzantine architecture and the characters in Poser will probably wear clothes of that time.

Wednesday, November 20, 2013

Wk13 Magic Creature Cards Concept Phase






So as you can see I got the building I used last post, and now I will just texture it. You can see the fence needs a texture, the byzantine walls need a texture, so I will add those textures to the building making it more realistic. Also I will texture the roof, and the windows, creating the 3D textured building of the Byzantine Empire. It will be a prototype of the building of my game.


Monday, November 18, 2013

Wk12 Magic Land Cards Final Phase


So I decided to change my building, I created. I know the last post was about the title screen and the eye texture, but after doing all the work I realized it wasn't as good as I wanted to and also I realized the building needed some different shades and props. I shaded some parts that were wrongly shaded and I went on Poser and put a horse in a car, and placed it in the building. I know it is not much but I took a long time to take care of the horse in poser.

Wednesday, November 13, 2013

Wk12 Magic Land Cards Concept Phase




So this is what I am trying to do, I am trying to improve the eagle eye and add probably an eyebrow to the eye cause this is what makes the "eagle eye" and give the expression of sharpness and anger. Also I will add the more realistic grass to the background so that the title screen will look more realistic to the player and more appealing too. The last thing I thought to do was making a fog or cloud so that the background as a whole will look more realistic.

Tuesday, November 12, 2013

Wk11 Maze Modeling Final Draft






As you can observe, I added a more 3D like texture, making the maze more realistic and more appealing to the player. Also I wanted a light source, I first thought about a torch, but then I decided to create a light pole, something that wasn't too much but that could bring a good amount of light to the player inside the maze. As shown in the concept phase I wanted a fog view, so before I learned about the fog brush, I realized that I could do an gigantic cube over the maze, color it white and make its transparency minimal, so that it would look like fog is taking over the maze. I also added a door to the maze, which was merely brought from CG textures. The only thing I could've improved was the lighting, since after putting a big amount of light poles I noticed that the great amount of lighting took some effects of the spookiness I wanted the maze to have. 

Wednesday, November 6, 2013

Wk11 - Maze Texturing Concept Phase


I found this screenshot and thought its pretty close to what I imagined my maze would be like. First I wanted my texture to be more 3D like, cause what I have now doesn't look 3D. If you can look closely to this maze you can see that the leaves look 3D they are looking more realistic. The things I would change in this maze would be the floor which would have the sandy/wood chipped floor texture, and the sky would be night-like sky with stars that would give a strong light in the maze.


I got this image to show how I don't want my maze. Since this maze is looks cartoonish, and I want it more realistic. I liked the wall and the floor cause they look more 3D than my maze's textures, but I wouldn't get anything from this image because of its cartoonish look. 


I used this image to show the only prop I want to make in my maze. This prop will be the one that will bring an extra light source into the maze. The torch will light the maze and help the player to walk through the foggy and darkish maze.


 My last image is the foggy view of Resident Evil. I wanted to show an idea of the fog I want in my maze. It needs to look evil and horrifying, nothing better than a night setting and a foggy maze to do that. The torches will be there to help the player to see what is going in the fog. Basically the maze will be a night foggy maze built with plants and wood chipped floor.

Monday, November 4, 2013

Wk10 - Maze Modeling Final Phase






I used the lighting to make it feel as if the moon and stars are affecting really hard with their lighting. The only problem that I had was lighting the roof, which in this case is the sky, so you can't actually see the sky's texture. You can also see that I started rendering from far away to show the idea of my maze and my maze as a whole in two different angles. Then I added the sky texture and rendered the maze images when I was with the view inside of the maze, showing the corners and intersections that the maze contains. What I would change is make the lighting less hard, and then put lighting on the walls which would look like torches lighting the maze, making it more realistic.

Thursday, October 31, 2013

Wk10 Maze Modeling Concept Phase


That's my floor texture.



That's my main wall texture.



That's my secondary wall texture.



That's my sky/roof texture.



Here is the rendered 3D view of my textures, we still didn't learn how to do lighting so it is pretty dark and the texture of the walls and the sky can't be seen. Also I didn't tile the floor yet, so I need to tile it on photoshop and put it back on Maya.


To make it easier to see I took a snapshot of the screen, and you can see that my textures are in place and in their respective levels/layers. The sky is two grid squares on top of the floor, the walls are 2 grid squares high, and the floor is on grid square wide. Non of the textures have depth, so the floors have no height, the walls have no depth and the sky also.

Tuesday, October 29, 2013

Wk09 - Maze Design Assignment Final Draft




So what I did was I texturized my maze, with plants on the walls as you can see on the main idea. The problem was that I couldn't construct a torch, so I basically just situated the maze in the dark night but I couldn't add props into it. The sky is the one that gives the whole idea of the outdoor maze, situating it at night and the walls being plant walls and not regular ones.

Wednesday, October 23, 2013

Wk09 - Maze Design Assignment Research Phase




My idea was first to make a rounded maze, but when I showed it to Eric he said it'll be too hard for a starter to do, So I decided to tag them Medium and Hard, and make the easy maze a simple straight line with 90 degrees turns.

My main idea was from a TV Show I watched called Arrow, where the maze was round and really complicated. I think that round mazes will be harder to make so I decided to keep the plant maze, where there are no walls, but actual thick amount of plants separating each path. There is no roof cause its in an open environment and the floor has grass or forest features.



As you can see those are the textures, wall being plants all over the walls. In this maze the walls are plants. Also the floor will have forest features, like plants and grass.

The only material or prop that will be in the maze, are torches. It will depend on the time to be lit or not lit, for example if it is dark or at night, the torch will be lit, but if it will be in the morning it'll be there but not lit.