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Showing posts from April, 2021

Journeyman Weekly Blog - Week 10 - Glowing Up

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It's nice to see you again, our time is coming to a close. Since the last blog, I worked with James to complete the health bar for James. Like the game logo before, the Health Bar was created in Blender, and was rendered out as static images to link up with the different states of the player's health. I designed the health bar to change colours to reperesent the state in which the player was in, three green bars being full, two yellow bars being hurt, one red bar being critical, and all black bars being dead. Below is a representation of how this will look in game. When working with James, he noted some issues with trying to get these renders to work with his system, so I was asked to provide renders of just the gems to see if that would work instead. Upon receiving these seperate renders, James was able to overlay the gems on top of the "dead" state render, this seemed to work but only for the green gems. James said that this would work at the very least in case he w...

Journeyman Weekly Blog - Week 9 - Logos and Stuff

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We're nearing the end now. So, since last week the creation of our Project's logo and team logo were completed by me. Going off of the concepts from James, I created the logo in blender, modelling shapes and text to make get the closest realisation of the concept as I could with some extra flair of my own volition. To add the wings in, I utilised a resource I have access to called ProductionCrate to import the wings from the "Dark Angel Wings" pack into the scene behind the main logo. I made use of custom materials entirely in Blender, with a free to use skull model from the BlenderKit addon to add some extra spice to the logo. Below you can see the final logo for the verticle slice. Additionally to the game logo, I had also created the logo for the team at the request of our Lead Designer, Matt. Below is the logo I created, I decided to keep it simple using only simple shapes and text.  Finally, I managed to rig the whip to the best of my ability, theres plenty of bo...

Journeyman Weekly Blog - Week 8 - Back in Black

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And with that, we are back. Good to see you again! This will be the next official blog post since before the Easter Break. Our Lead Designer, Matt, advised that we take a week off, and get back to work in week two of the break, as to not lose much momentum. Work was light of course since we were still on break, however I did manage to do some work with our Technical Artist James on creating a logo for the verticle slice, I figured it would be a nice change of pace to work on something in 3D that wasn't strictly prop design, something a little lighter. I also worked with James on creating a health bar for our HUD, below are the concepts he sketched up for me to reference in the creation of these assets. Alongside getting started on these UI assets, I had a crack at rigging the whip better, It's trial and error, rigging isn't exactly my speciality, however I've been watching some tutorials on what to do, so hopefully next week I'll have a finalised rig for the whip. ...