Dive Time
Sprint 2
Steampunk, low-scifi. Heavy themes of machinery and flesh fusion.
3D side-scrolling underwater low sci-fi diving & fishing & mild thriller/horror. (Underwater ide-scroller diving/fishing/rouge-lite)
Swim, catch, sell, upgrade, and don’t drown.
Dive into the water, catch fish, avoid danger with your abilities, return to the surface and sell the fish, upgrade your equipment, then dive again.
As the 3D modeler, I worked on the fishes, which I learned I will be in charge of for the whole project. Specifically, this sprint I worked on the Sardine, Ghost Crab, and Barracuda.
At the beginning of the sprint, I worked on the Sardine which meant I had to gather references. Majority of the references I was given from the design documents were 2D, so I started looking at the anatomy of the fish to understand the width, size, and whatever is going on on the other side of the fish.
After settling on an image, I brought it into Maya with an image plane. My idea was to outline the fish and line up vertexes for its silhouette. Once adjusted to my liking, I extruded everything a little since the Sardine is one of the smallest fishes in this game and is overall tiny in width. I then used the smooth tool to round it out while deleting unnecessary edge loops to keep low poly. To top it all off I verified with our rigger if there were any edge loops what were needed and if so where, and asking if any existing edge loops were unneeded.
The next fish I worked on was the Ghost Crab. So far this was definitely the hardest fish I modeled even though we're only 2 sprints in. Again I found a diagram and did some research on this crab. Compared to other crabs, their eyes stick out of their shell and have a wonky eyelash at the top of them. I also noted that one of their claws are bigger than the other. While I was modeling It was brought to my attention that the note on this crab by my designer specifically said they didn't want it to have the large claw which I ended up deleting.
The legs gave me the most difficulty because when I modeled them, I traced the reference image but once extruded, it came out really flat. I tried to fix this a few ways, the first being to smooth it, since everything smoothed has come out looking nice which I tested on 2 of the crab legs. Next I tried beveling the edges of the legs on the bottom and had my designer give me their opinion. We ended up settling on the beveled version because the smoothed one looked too much like tubes.
During this time I thought this was fine so I wanted to double check with my rigger so see if everything is ok to finalize but realized it was too flat, and realistically, crabs are not flat like that. So when turning it into it's proper view, the legs were an issue again because of their length and how they were bent.
I spent a good few hours messing with the vertexes to widen the legs for their joint proportions and how they would move. Again I checked in with my rigger and was given the green flag to UV it and submit it as finished.
My last model I did for this sprint was the Barracuda. As I was modeling the barracuda, I was told to remember the theme of steampunk and incorporate that into the fishes. I was told our concept artist made a sketch for the barracuda, so i referenced some parts into the fish.
After getting the outline then extruding, I started adding a metal almost like a metal neck brace around the fish. I spent a good while on this small detail because I didn't know if I wanted it to be 1 object or to break it down into 3 piece; left, middle, and right. I also tried to mess with the revolve tool which made more problems than making things easier because it created stacked faces and weird vertexes.
Once I was almost done, my designer came over and said they actually wanted this fish to be more realistic than steampunked, which was contradicting my producer. We had some clarification issues but ended up re-working that jaw part, into a can around its neck.I lastly checked in with my rigger to see if the joints had enough edge loops to animate smoothly, and was given the greenlight after adding a few loops to the can and the end of the tail.Overall, I am proud of the work I have done this sprint. I feel like I am getting better than modeling fishes which is a good feeling because I have never modeled anything breathing/alive. I am also proud of myself for doing 3 cards this sprint, which seems low and honestly is, but I am doing better than last sprint and hope to do just as many or if not more by next sprint.
Steampunk, low-scifi. Heavy themes of machinery and flesh fusion.
3D side-scrolling underwater low sci-fi diving & fishing & mild thriller/horror. (Underwater ide-scroller diving/fishing/rouge-lite)
Swim, catch, sell, upgrade, and don’t drown.
Dive into the water, catch fish, avoid danger with your abilities, return to the surface and sell the fish, upgrade your equipment, then dive again.
As the 3D modeler, I worked on the fishes, which I learned I will be in charge of for the whole project. Specifically, this sprint I worked on the Sardine, Ghost Crab, and Barracuda.
At the beginning of the sprint, I worked on the Sardine which meant I had to gather references. Majority of the references I was given from the design documents were 2D, so I started looking at the anatomy of the fish to understand the width, size, and whatever is going on on the other side of the fish.
After settling on an image, I brought it into Maya with an image plane. My idea was to outline the fish and line up vertexes for its silhouette. Once adjusted to my liking, I extruded everything a little since the Sardine is one of the smallest fishes in this game and is overall tiny in width. I then used the smooth tool to round it out while deleting unnecessary edge loops to keep low poly. To top it all off I verified with our rigger if there were any edge loops what were needed and if so where, and asking if any existing edge loops were unneeded.
The next fish I worked on was the Ghost Crab. So far this was definitely the hardest fish I modeled even though we're only 2 sprints in. Again I found a diagram and did some research on this crab. Compared to other crabs, their eyes stick out of their shell and have a wonky eyelash at the top of them. I also noted that one of their claws are bigger than the other. While I was modeling It was brought to my attention that the note on this crab by my designer specifically said they didn't want it to have the large claw which I ended up deleting.
During this time I thought this was fine so I wanted to double check with my rigger so see if everything is ok to finalize but realized it was too flat, and realistically, crabs are not flat like that. So when turning it into it's proper view, the legs were an issue again because of their length and how they were bent.
My last model I did for this sprint was the Barracuda. As I was modeling the barracuda, I was told to remember the theme of steampunk and incorporate that into the fishes. I was told our concept artist made a sketch for the barracuda, so i referenced some parts into the fish.
After getting the outline then extruding, I started adding a metal almost like a metal neck brace around the fish. I spent a good while on this small detail because I didn't know if I wanted it to be 1 object or to break it down into 3 piece; left, middle, and right. I also tried to mess with the revolve tool which made more problems than making things easier because it created stacked faces and weird vertexes.
Once I was almost done, my designer came over and said they actually wanted this fish to be more realistic than steampunked, which was contradicting my producer. We had some clarification issues but ended up re-working that jaw part, into a can around its neck.
Dive Time
Sprint 1
Steampunk, low-scifi. Heavy themes of machinery and flesh fusion.
3D side-scrolling underwater low sci-fi diving & fishing & mild thriller/horror. (Underwater ide-scroller diving/fishing/rougelite)
Swim, catch, sell, upgrade, and don’t drown.
Dive into the water, catch fish, avoid danger with your abilities, return to the surface and sell the fish, upgrade your equipment, then dive again.
