Terra Marie- Week 9 Dev Log


Terra Marie- Week 9 Dev Log

October 17th - October 23rd

12 hours + 5 minutes

October 20th - 2 hours 

I started working on making the skeleton, but I failed. As I’m trying to get used to low poly modeling, my idea of low poly was that everything had to be connected to one object through extrusions. However, with objects more complex, I didn’t recognize that I have to step away from that mindset. I figured things like duplicating, mirroring, and combining had to be allowed for modeling something as detailed as a skeleton.

October 20th - 1 hour 30 minutes 

I deconstructed the skeleton and tried to find a good reference for the hand. This way, I could model them a little easier. Because while I had reference pictures, modeling was still difficult without a good understanding of the topology of the objects. So, I had to look at how topology is normally done for these objects.

Figure 1.1

October 21st - 2 hours 45 minutes

I modeled the hand for Selfishness based on the topology reference I found online. In addition, I attempted to deform it into the shape that it was meant to be, but this felt inefficient. Getting the exact shape was difficult and something about it wasn’t looking right. I decided to stop and have it rigged before continuing with the rest of the model.  

Figure 2.1

October 22nd - 3 hours 10 minutes

I worked on modeling the graveyard. Again with asset modeling, I focused on how things would be built in unreal. So I made sure that items that were combined also had a version where they were separated. I also tested the fence to make sure it was repeatable. I’m trying to model in a way that allows for maximum customization in the graveyard because we don’t have a specific look yet for the Hub.

Figure 3.1

Figure 3.2

October 23rd - 45 minutes 

I had an individual meeting with Daelyn to discuss the characters and the dialogue. She decided to get rid of judging the NPCs. There was a lot of confusion about how to make the game neutral if the player had to judge the characters to become the grim reaper. So, we jumpstarted the conversation on this change before the group meeting. 

October 23rd - 1 hour 55 minutes and worked on pride skeleton more

The group had a meeting where we discussed the NPC direction change, character quest ideas, and how we could make the NPCs interact with each other. During the meeting, I also reworked the skeleton for the Pride model. I took some of what I already had and edited it to look a little better in addition to adding to it.

Figure 4.1


Figure 1.1 | Trying to understand skeleton anatomy for modeling

Figure 2.1 | Selfishness character model - WIP

Figure 3.1  | Graveyard - WIP

Figure 3.2 | Graveyard - WIP Figure

 4.1 | Pride character model - WIP

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