Friday 23 April 2010

I've added...

...a few pics to box. One might not make any sense, it's the rough path flow for the labyrinth. It looks like a bunch of squiggly lines...you're right, that's what it is, and that's what labyrinths do. There are going to be sections that will allow the player to see the other paths available, (i.e. holes in the walls, a light cone shining thru, iron grates on the floors, etc.) just to give them the idea that "this" place has a lot more to it.

I also have it setup where the player starts the labyrinth level in a "home" room. This room has a very distinct look and feel to it. Throughout the course of playing, (first left path, the only one available to start) the plyr finds themselves, (literally) dropping down and climbing into this home room, which brings about an..."ohhh, i'm back here now!" It will cut backtracking until later in the game.

To break it down quickly, the plyr enters the laby, there are three doors, two need keys, (or gems, etc.) the first path, (far left side) will grant a key to the second path, (far right side) and the second path will grant a key to the third path, (middle). The first paths end has a ladder that lets the plyr drop from the ceiling, (this part will be like a trap door that blends in with the environment when in the home room) and the second paths end will have a ladder that will allow the player to climb up into the home room, (again this area will be like a trap door/blend in with the environment when in the home room). The third paths end will bring the plyr to the Hall of Relics.

On the return journey, the puzzles and whatnots will be backwards engineered all the while thwarting the enemies that are around. This is when the backtracking comes into play. I will have a more detailed update soon. Cheers!

Friday 16 April 2010

How do we want to handle the church?

Looking at this picture:


You can see, aside from the details in the windows and arches, there is a LOT of stuff sticking out all over the church. Gargoyles, spikes, misc protrusions, etc. I'd be overjoyed to model all that but we might use up the poly budget on just the church.
I feel I should smooth it out a bit but still keep the window detail and gargoyles. The misc stuff could probably go but will that detract from the look of the church?
Inquiring minds want to know.

Wednesday 14 April 2010

Getting Some Practice.

So as I'm getting ready to model the statues I've realized that the last time I modeled any type of character was for Advanced 3D. Crazy. So I started modeling a woman's head. It's coming along. I will most likely branch off of this for the statue.




Tuesday 13 April 2010

Not to be outdone...


although that's exactly what's happening... :(
This is the front window for st. chapelle's. It hasn't been in zbrush yet so I just slapped some google textures on it for effect.


Monday 12 April 2010

On Tap For This Week

This week I will be focusing on finishing up modeling the graves for the cemetery. I have the base mesh for the graves done for now and I'm starting on the high poly versions. I've pretty much finished one of the graves. If you have any ideas for names you want on the graves let me know.



Wednesday 7 April 2010

Fountain Model Done

I've completed the fountain model. Now it's on to graves.