Category Archives: non-timebased
Modeling progress for my Still Life project. Advertisements
Doom(2016) Doom(2016) is easily one of the most juicy fps games that i have played in recent years. Its overly satisfying gameplay and visuals make the game abundantly juicy. weather you’re running through the story mode or going on a … Continue reading
I chose the story of Momotaro for my character designs. However in my version of Momotaro the Oni(demons and ogres) are cupcakes and Momotaro eats them with his fork. After many suggestions to change my designs both in class and … Continue reading
over the weekend i modeled a dojo for the “Sweet Fucking Sword game”, today i uv mapped the floor, ceiling, ceiling beams and then applied a material to the floor in substance painter and exported the textures to maya.
Play with sound on please. In-Game screenshots. Screenshots of my assets in Substance Painter with Parallax Occlusion Mapping on. Don’t Fall(Mac) download: https://drive.google.com/open?id=0B_PS8SeC9nwldU9WUDVsWjNWdEU My game “Don’t Fall” is a First Person 3D Platformer, to win you must complete the obstacle … Continue reading
Last semester I started working on texturing a model for the Meet Mat competition, this semester I was given the same task as a project. My workflow for texturing this model consisted of altering various materials in Substance designer, masking … Continue reading