Wednesday, August 31, 2005

Fortune Dragon Update

Thought that I would post an update to the Fortune Dragon model that I am currently working on. As of right now I am just wrapping up my 10th hour on the bitmap texture creation with probably 2 or 3 more hours left to go before I have to move on. Here is what the little guy looks like right now...

LCD Colour Calibration

Last time I had a laptop (about 2 years ago now) I had an issue getting the colour calibration on the LCD display just right. The issue that I had is that darks really didn't end up dark and I didn't have the greatest representation of colours at the opposite ends of the spectrum. This of course resulted in a great bug with Lore Invasion where the ambient in the missions was so dark that players could hide in the shadows :)

Since I got my new Dell laptop I have spent a lot of time fiddling around with the display settings (via the nVidia drivers) trying to get that perfect, yet ellusive colour setup that I as an artist can be happy with. I have come close but as of yet haven't gotten it exactly as needed. So if anyone has any suggestions I would love to hear them.

Sunday, August 28, 2005

Fortune Dragon Update

At work Friday I was fortunate enough to have more time available, minutes a few emergency graphics tweaks that needed to be done, to work on the Fortune Dragon that I talked about in my last update. The day was split roughly 50/50 between tweaking the model and generating the UVW data.

With the model I spent more time tweaking the general form. Teaked the face so that he had pudgy little cheeks and big cartoon like eyes, adjusted the arms so that they were thicker, modified the tummy so that it was more pronounced and rounder, made the tail a bit subbier and lastly tweaked the legs so that they were rounder and more stocky.



With the UVW mapping, I had about 5 or 6 hours on Friday to generate all this data and align it up into something that I could work with. I decided to go symettrical with everything since I didnt feel that there were any important ports that needed its own non-symetrical mapping (as I would say on a human characters face). My main goal here was to minimize the clustering as much as possible. This resulted in the body, arms, legs and wings being broken apart into their own clusters so that I can paint the texture for this properly in Photoshop. I am so used to working with UVW data now that I find the most annoying thing of the process is packing all the UVW data in so that you maximize your available UVW space. Here's a smaller version of the UVW data that I will be working with.



Texture painting starts on Monday :)

 

 

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