Diego Arce – Midterm Finished

After learning about Unity’s lack of an auto save feature I am back with my finished environment. I decided to scrap the idea of having canyon roads and went with just the city roads. So level wise I have a 9 block city made with two different building types, a garage inside one of the…

Character Modeling Finished and Textured

Here is what I have for my finished character. It took a while to UV the wings right but managed to fix it. I textured my character to be dirty since she is in a dungeon environment.

Aaron Waldman – Character Animation

I decided to use Mixamo to get all my animations. Since my robot model is for an enemy, I needed idle, walk, punch, and death animations. When searching “robot” on mixamo, I found a dance animation that I thought was funny, so I downloaded that too. I probably won’t use it in the game, though.

Kirsten Roethel: Character Animation

I decided to try to rig and animate my player character on my own, mostly because he has a tail that would need to be rigged separately anyway. I created looping walk, run, and idle animations. I decided against making a jump animation, as I feel allowing the player to jump is not very common…

Character Texturing: Kerri Thornton

The clown rat — named Bongo by one of my classmates in 3d modeling 2 — is now complete! Almost. I still need to bring him into substance painter and adjust the materials he and his costume are made of, so they’re more fur- and fabric-like, and not so much smooth plastic. But besides that,…

Yulin (Jeff) Chen – Finalized Player Character

Here is the finished player mech modeled in Maya and textured in Substance Painter. I’ve also successfully rigged it in Mixamo and have idle, running and walking animations for it, as well as a few optional animations like jumping and attacking. And these images below are the model’s looks before texturing.

Aaron Waldman – Character Model Textured

I finished texturing my robot enemy model. I decided to make him very rusty and dirty because I think that will make him more intimidating to fight against in-game. This is what he looks like in Unity:

Diego Arce: Modular Building Kit Texturing

After last weeks problem with me overestimating how much time I had to work on this and then Unity Crashing on me I was finally able to get all my textured meshes into Unity.

Diego Arce: Making Textures

It just occurred to me that I never made a post about this yet included it in my midterm post.I made some textures using photos taken around campus, online images and by using photos generated by DALLĀ·E the AI image generator. By Using Substance Sampler I was able to turn them into working materials.

Character Model Finished – Hanwen Xu

Hi, this is the finished and textured version of my character. The toilet legs will dance together in the last scene, where the character is teleported to the toilet world.

Lauren Waddick – Character Modeling First Pass

Here is the model I’ve been working on for the player character of my game, a dragon named Lavina. I tried to make the overall shape slender, but still a bit muscular. Below are images of the model with and without scales cause I’m not sure whether to leave the scale texturing to substance painter…

Michael Weideman: Character First Pass

Hello again, I’m back. This is going to be posted pretty much instantly after I finally posted my midterm update. So if you read that, you’ll have a good idea about where my character is in the development so far. If you haven’t then I’ll give you a quick breakdown. First off, my “game” is…

Michael Weideman: Midterm Checkup

Hello again, I’m back. This update is pretty late for a bunch of reasons that don’t matter. Anyways, here’s the work that I’ve been doing recently. And more interestingly; Those who are payed oddly close attention to my earlier posts would realize that this creature doesn’t really match what I planned to do at all….

Kirsten Roethel: Character Modeling Finished

For my finished character model, I optimized my character’s body and added low-poly assets that I then detailed on a higher subdivision level. These assets include eyes, a coat, pants, a scarf, and a mask. In total, the mesh is around 48k polys and can be rigged in Mixamo. I took my ZBrush exports into…

Aaron Waldman – Character Modeling 1st Pass

I made a rough model of my robot enemy. I plan to make a few different variations on this model to make different types of enemies. The most basic enemy type will perform a melee attack, so I made sure to give the model sharp claws. I also plan to make the eyes, mouth and…