Tag Archives: model
Well, lately most development has been focused on the groundwork to get the UI system on the SurgePlayer working properly, which is progressing nicely… I’ll delve more into it on a future post, when the system is done and up and running in the game. In the meantime, among a lot of fixing some components […]
Our artist is hard at work making new assets again, which means we have pictures! This is still work in progress… This is the zombie enemy, which comes in a variety of flavors, from the one that explodes to the one that’s only a torso! Most of this work was done on a modeling tool, […]
…is a skeleton… Rincewind’s working on the skeleton model: Although there’s no textures, it already looks pretty good!
In the depths the Earth, he was spawned Son of corruption, and of evil ones Not living, burning Not eating, consuming Breath of fire, flames of hate Merciless eyes, unspoken fate More than a slave, more than a master Of Death he is caster Ancient Lava Imp summoning, author unknown Sorry about missing the Monday […]
Our jobs have been killers lately, so nothing much has been done lately… Only Rincewind carried on with his work exploring sculpting, so here’s some screenshots of the results: Love this one, it’s in-engine with just a funky texture as color map… But it actually doesn’t look all that bad…
Since the weekend wasn’t as productive as I’d wish, I give you: the Imp! Work in progress, obviously enough… The imp is the first creature that Grey gets to life-shape and control. He’s a minion of the Underworld, some sort of animal whose exposure to to the dark forces below has mutated and twisted him […]
Rincewind wasn’t kidding when he told me he was rusty in 3d modeling, etc… But, after a long time, he managed to finish the texturing of the main character of Grey:
Rincewind just started some 3d assets, and here is the initial results of the player character model for “Grey” (compared to the initial concept): This is a render in 3d Studio (with a single light source). There’s probably better ways to do these renders, but we don’t want to lose time looking for something just […]