(part two of three on lookin back on the year or so spent helping develop a lil' indie game)
a few of the models i'd textured between october 2003 and july 2004. i'd never done game texturing before and knew jack-all about it, so i was fairly pleased with the results. we're finally just starting to find our rhythm i think. as you can tell, my modeler cohort also improved over the year, heh :]
here's just a few of the character models. you can see some of the buildings on the last shot.
(compare, for instance, our first model, the roman soldier guy, pictured at the bottom of this shot with one of the latest, the battlestar galactica type guy, pictured top left)
and some lil' interface icons, which are always fun (blown up for web display: original sizes 16x16 and 8x8)
restrictions we put on ourselves were 1.2k polys per model (used to be around 600 polys till we got LOD support), and though it was previously 256x256 indexed bitmaps, we moved up to 512x512 jpgs, since the models only support one texture (in comparison, unreal tournament 04 uses about 3 to 4k polys for their high LOD, and about 3 textures per guy.)
last in the series will be some screenshots: last year and now, as well as some process notes and captures of style guide type documents i created for future developers / artists that might join in some distant or not-so-distant future.
a few of the models i'd textured between october 2003 and july 2004. i'd never done game texturing before and knew jack-all about it, so i was fairly pleased with the results. we're finally just starting to find our rhythm i think. as you can tell, my modeler cohort also improved over the year, heh :]
here's just a few of the character models. you can see some of the buildings on the last shot.




(compare, for instance, our first model, the roman soldier guy, pictured at the bottom of this shot with one of the latest, the battlestar galactica type guy, pictured top left)



and some lil' interface icons, which are always fun (blown up for web display: original sizes 16x16 and 8x8)

restrictions we put on ourselves were 1.2k polys per model (used to be around 600 polys till we got LOD support), and though it was previously 256x256 indexed bitmaps, we moved up to 512x512 jpgs, since the models only support one texture (in comparison, unreal tournament 04 uses about 3 to 4k polys for their high LOD, and about 3 textures per guy.)
last in the series will be some screenshots: last year and now, as well as some process notes and captures of style guide type documents i created for future developers / artists that might join in some distant or not-so-distant future.
VIEW 6 of 6 COMMENTS
estrada:
Whoa, those are awesome!
beckadarling:
thats way too much boy for me.
