[project1dev] Re: art tasks

  • From: katie cook <ktmcook@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 12 May 2009 13:10:39 -0700 (PDT)

Probably have thought of this already, but you could setup material properties 
that have a luminosity/glow effect for the object itself. Maya allows you to do 
this. =)

--- On Tue, 5/12/09, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:


From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
Subject: [project1dev] Re: art tasks
To: project1dev@xxxxxxxxxxxxx
Date: Tuesday, May 12, 2009, 12:25 PM



thats funny eric
 
hey if you ever want to do shiny gems, a cool effect might be placing a gem 
colored positional light inside of a gem like its giving off a secondary glow.
 
it might be too expensive an effect to use everywhere but shrug (:

On Tue, May 12, 2009 at 12:17 PM, eric drewes <figarus@xxxxxxxxx> wrote:

yeah in the first cart i made, i had jewels that sparkled but had texturing 
issues, i also like the idea of the cave being filled with 
gems/diamonds/crystals but filling the carts up with rocks like they are just 
mining the stone haha 





On Tue, May 12, 2009 at 2:44 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

I like the proposed art here, having those diamonds to just place
around would give the cave a great feel of prettiness.




On Tue, May 12, 2009 at 8:23 AM, eric drewes <figarus@xxxxxxxxx> wrote:
> ok, theres some art tasks that have to get done this week so im gonna post a
> list and who has volunteered for what, and what we still need....
>
> Eric: animated character/miner models, lanterns that hang from the
> walls/support beams, some diamonds and some shovels, some mushrooms and
> stalagmites for cave decorations.
>
> Chris Sherman: boss model, crystals to stick out of the cave walls and some
> partially exposted skeletons
>
> Katie: katie made a pickaxe but i havent had a chance to check it out yet
>
> ok so here's what we need:
> texture help if anyone wants to volunteer for that, prop placement help if
> anyone wants to start placing some of the props on the map, maybe some misc.
> prop model additions, etc.  if anyone can think of anything else let me know
> and we'll add it.
>
> basically i am setting the "soft" deadline for this stuff to be friday, and
> anything not done me and whoever else can tackle the rest over the weekend
> so we can clear out the art schedule.
>
> also fyi, Rorac and I have the basics for combat/leveling/skills and some
> other systems ready to post for comment/QA/and more additions.  don't worry,
> everything will be tweaked and we still need a ton of ideas, this is just
> the foundation to make it more clear for people to understand how skills and
> characters will work in general so we still need major contributions for the
> ppl who want to chip in on the game design - your time is coming! :) we
> should have this posted soon, we're just formatting it out and documenting
> it well (which is time consuming).
>
>






      

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