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.