Thursday, 11 April 2013

Assets - phase 1

The first batch of assets made for the mine-orientated level. Still plenty to go, needs more population.

Thursday, 4 April 2013

Thrallhalla Progression.

D/N no speculars yet
Sticking to the concept as close as possible, with a few alterations. The shoulder strap has been thickened and the feet are a larger. The fur lining the cape was brought back so it stops once it reaches the bottom. The menacing thought I keep having is that it doesn't look 'right' at the moment, my hunch is that its because of two things, the cel-shading isn't applied and the cape/sash is static, making it feel a little clamped. I therefore need to research how to get the cape to be dynamic. I'm about to rig this guy, and export/test out the mesh/materials in UDK. Fingers crossed this will look alright.

UDK grab, cel-shaded and all...