Neon Skies

Week 2

Hello! My name is Erik Levin and I am in the second year of the Game Design, Graphics, program at Uppsala University, Campus Gotland.

Im working on a game called Neon Skies.

As mentioned last week, we where considering to change the look of our character because of dissonance between how he looks and the environment. I also wrote that this decision will mean a lot of extra work and i was right.

It did also, as mentioned, give  us an opportunity to create a much better character, both when it comes to the mesh, skinning and textures.  We did this with the hopes that it would solve a lot of the problems. I was not right about that. But more on that at a later date.

This week i concentrated on doing the mesh for the first person arms.  I worked in MAya becuase that is my software of choice when 3D modeling. The way i went about it was to create the mesh for one arm. One arm concists of a glove, and arm, and two plates of armor. I then used the mirror tool to copy it at the exact opposite positions. The model is now ready for rigging skinning and after that animations. But that was a task that was set to be completed next week.

I had other tasks during this week. I started with the concept art for the characters. The way i went about it was to make a quick simple sketch just to se the orientation of the different armor componetns on the character. After that i plaed with the silhuetts of the character to create a more interesting character. After that i put the other components, like the armor, on the silhuett that was most interesting.

 

We chose to go with one of the silhuetts that had the more streamed line silhuette. We simply thought that looked best. Above are but a few of the silhuetts we chose from. I created both a female and a male version of the character. There the same except that the shoulders on the female character are a further down and closer to the body then they are in the male version. I also adjusted the brestplate a litte but not that much.

I think the mesh for the arms looks good. The mesh is clean and consistent edgeloops.

When it comes to the concept art. I hope the character will look good in game. Im not sure about the colours but that is something we have to put more thought in when the character is in the engine. We have to consider the lighting and which shaders we want to use. And the color of the environments also play a big role. However with the amount of time i spent on the concept art and how many variants i could throw out, in order to give the rest of the group as many variants as possible during that short time spam i think i did a good job. Even if the concept art is the prettiest to look at.

 

Thats all for me.

/Erik Levin

 

 

 

 

 

 

About Erik Levin

2015 Graphics