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Game Projects 2 | Development Blog

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Game Projects 2 | Development Blog | gp2devblog.wordpress.com Reviews
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Game Projects 2 | Development Blog | gp2devblog.wordpress.com Reviews

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december | 2014 | Game Projects 2

https://gp2devblog.wordpress.com/2014/12

We created a fallen tree trunk to use for decoration, but also as an obstacle. We then created trees and rocks for filling the levels. This will put some more color into the scenes and make them look more interesting. With out tilable textures and models ready, we created some first scenes to form. A level. We sculpted the terrain right underneath the spline that defines the path of our character. We did this by putting a lot more detail and less stylization into the texture but also in the model itself.

2

Props Update | Game Projects 2

https://gp2devblog.wordpress.com/2014/12/17/props-update-3

We created a fallen tree trunk to use for decoration, but also as an obstacle. We then created trees and rocks for filling the levels. This will put some more color into the scenes and make them look more interesting. Geef een reactie Reactie annuleren. Vul je reactie hier in . Vul je gegevens in of klik op een icoon om in te loggen. Adres wordt niet getoond). Je reageert onder je WordPress.com account. ( Log uit. Je reageert onder je Twitter account. ( Log uit. Blog op WordPress.com.

3

Arm IK control | Game Projects 2

https://gp2devblog.wordpress.com/2014/11/30/arms-ik-control

In the game, the arms of our character can be operated via the Kinect. In order to achieve this, we had to create an IK solver. The basic calculations of the IK were fairly simple:. Knowing the length of each edge, we could calculate the angles (alpha and beta) using the cosine rule. From there, we recalculated the positions of both the elbow and the hand using alpha and beta respectively. Geef een reactie Reactie annuleren. Vul je reactie hier in . Vul je gegevens in of klik op een icoon om in te loggen.

4

november | 2014 | Game Projects 2

https://gp2devblog.wordpress.com/2014/11

In the game, the arms of our character can be operated via the Kinect. In order to achieve this, we had to create an IK solver. The basic calculations of the IK were fairly simple:. Knowing the length of each edge, we could calculate the angles (alpha and beta) using the cosine rule. From there, we recalculated the positions of both the elbow and the hand using alpha and beta respectively. We first modeled, unwrapped and textured some very modular props in max. Or just fill out our scenes. We then textur...

5

oktober | 2014 | Game Projects 2

https://gp2devblog.wordpress.com/2014/10

This time we made some concept-art for the game. We explored what props, environment and characters should. Look like an eventually made a modelsheet of our 2 main characters :. The Yeti and his bird-companion. This week we made some illustrations to use into our style-guide. These illustrations make it much easier to get our ideas across. The drawings cover the same topics as the reference boards but they explain. Our art-style in depth. Mood and Ref Boards. 8211; Shapes ref. 8211; Color / Lighting ref.

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Game Projects 2 | Development Blog

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