This is the month everyone in game art is told: "you have to chose to pass one class or the other, it's nearly impossible to pass them both." They were right, I spent most of my time generating assets for this class ... for our level ... a lot of which never got used. Still, I kept on keeping on, that's what makes this month a killer: a lot of people see that it's hard and stop trying.
Every lab was a turn in for something, so every day blurred lines with every other day. Here's my dailies:
First we tell them what color scheme and what static meshes we plan on using
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During the instructor's critique I was told that caves don't have stalagmites ... so ... yeah ... whatever. I changed them out for cobblestone ... things.
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So we had to have the ground breakup and the light source modeled, textured, and inside UDK by the end of the next lab ... and yes I know how to spell "model" but whoever made our templates didn't. ;)
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Next turn-in was the beginning of our structural pieces to begin blocking out the level....
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Coming up on the home stretch of the month we were required to submit another set of dailies for our structural pieces, here's where I found out I was ahead because I already had the zbrush sculpts done for the first structure turn-in. Oops? The major update on these is that they're more refined than the initial turn-in. Cleaner uv's gave me cleaner texture maps ... it also helped I was able to give them a detailed normal map through UDK.
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As we went along we found the need to cover up some seams, so I made this pillar and it actually turned out pretty good for corners too. There was other pieces I made that weren't used at all, so I'm only showing this one.
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Some shots taken from the level:
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