Archive for March, 2009

Progress Report 3-29-09

Posted by Alexander Smith on March 29th, 2009

Hello folks. Minor updates today, I haven’t finished anything major since the last update, but I assure you, I want this project completed just as much as you do. :D

I managed to get the Pfhor Cyborg UV map finished (finally) which was a big hurdle, as that model is particularly complex. I also got some basic texture work finished. Aaaand that’s pretty much it. I was working on the UV map all week, trying to get it tweaked and nice where I want it. Plus I had school/other responsibilities I had to attend to.

I’ll be working on the textures for the remaining monsters this week, but I also have an ACT test coming up, so I may or may not have an awesome render of all the monsters together to show next Sunday. Time will tell.

Until next time!

Progress Report 3-22-09

Posted by Alexander Smith on March 22nd, 2009

Hello all. Renders and a progress report today.

Progress:

  • Completed “Pfhor Cyborg” model
  • Completed “Pfhor Trooper” model
  • Completed “Spht Compiler” model/texture
  • Completed “Pfhor Drone” model/texture
  • Completed “Juggernaut” model
  • Completed “Hulk” model/some texture
  • Texture work and preparation for GLSL based lighting
  • Finished concept art for some survival maps

FORUM THREAD

Progress Report 3-10-09

Posted by Alexander Smith on March 10th, 2009

Many apoligies for the late update folks, it’s been a very busy week, and things got a bit out of hand.

Not a lot to talk about, but I did get the hardest model finished, the Pfhor Cyborg. What a pain, took me a whole week. :\

I’ll be spending this week tweaking maps and textures to work properly with the new GLSL based dim3 lighting. Screenshots of that later.

Progress Report 3-2-09

Posted by Alexander Smith on March 2nd, 2009

Hello everyone. No big progress report today, but I have got some cool stuff to show you, I probably don’t even need to explain what it is!

NOTE: Most of these models have already been UV mapped, and some have been textured, I show the mesh only for most, because the textures are mostly un-finished.