CAGD 470 - Vampiric Checkmate - Carl Moreno [3D Artist]
[Sprint 4]:
- Hello! For the fourth sprint of development of Vapiric Checkmate, my focus was to complete the last pieces of modular pieces so that the team can have them ready to place for the next playtest coming up. I made sure to place all of the newest update to date models with placed colliders so that way it it would be an easy plug and play. The models that I completed this sprint were the Bat Buddy, glass bottles, bar set pieces, sigil keys, wall trims for each zone, and a wooden vendor cart for the wizard.
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Glass bottles for the bar! [Safe Room] |
- The sigil keys were the standout model for this sprint next to the Bat Buddy which I was proud of modeling. The challenging part was modeling the keys on a flat plane and trying to imitate it similar to the references I was given. I did have to remake a few keys a couple of times, but I was able to get it to a point where it looked pretty decent. I was also able to place emissive on the keys so that the player will be able to catch them easier in the darker areas of the rooms. The keys are going to be used to go onto the next level so making them visible is a must.
- I was also able to create a Bat Buddy model this sprint which is going to be used as a guide to assist the player in difficult situations and learn the techniques. I really enjoyed modeling this character and I was able to successfully create the bat buddy model following the PlayStation 1 graphic standard that the lead has placed. I was able to download a fur material from the community asset store and I think that it suits the bat very well since they are furry creatures after all. For the wings I went with a more dirty plastic look since they are after all part chess piece, so making it seem like a toy was the way to go.
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The Bat Buddy model! |
- For the next models, the main focus was to pump out items for the safe room for the player to roam around and catch a breath before they go back to the battlefield. I was able to create a bar set, glass bottles, and a wooden vendor cart where the player will be able to purchase some items. The standout piece from the safe room was the wooden vendor cart since I made it vibrant for the player to be able to distinguish what it is and lure them in. The bar set was also a standout piece that I modeled for the safe room with a very nice sleek marble texture that I placed on it.
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The Bar Set! [Safe Room] |
- As far as the overall models being produced out, I am in a really good position and the team is feeling really proud of my work so far. The goal is to make sure all the mechanics are in place and then we will place all the models in to make it look fancy. We will definitely have models in place for the next sprint so that players will be able to distinguish what is what and give the proper feedback so that we can improve from. What I will be working on next will be the miscellaneous items to fill up the safe room and lighting pieces to light up each level. I want to make sure that the safe room feels welcome to the player with a filled scene rather than just a bar table and a vendor cart. I am looking forward to the next upcoming playtest to know what players think and what to improve on!
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[Sprint 3]:
- For the third sprint of development of Vapiric Checkmate, my focus was to complete the walls, inner tiles, and inner tiles props for the first levels so that the team can get a feel of how the game will feel with its assets implemented. The wall pieces and inner tiles that I have completed are modular so that we are able to quickly plug and play the walls into the scene with no problems. The modular walls that I was able to complete were zones 1-3 and zone 1's inner tiles.
- For zone one's modular pieces, the theme of the level is like a concrete mixed with mossy floors. I made sure to texture the tile pieces with a dirty mossy look so that the building the player is roaming through seems kind of abandoned. Same with the concrete walls, I added hints of cracks and dirt around as well and some cracked glass for the windows. For the windows I made sure to add some roughness to them but have it so it is just shiny and not see through since the player does not need to see out of the map.
- I also was able to model the inner tile pieces and props for zone one which consisted of specified sized concrete walls, wooden crates, wooden barrels, broom, and a plastic bucket. The small props were extremely fun to model and texture and I am glad on how they turned out. Each piece within the tile piece set was specified to a certain size such as, 3x2, 4x4, 1x2, so that the their is variety within the level that the player can maneuver in. That way, it is not a plain checkboard.
- For zone two's modular walls, the theming of the level is a wooden mixed with some brick area. The wooden textures of the modular walls made them stand out with the added ambient occlusion. For the corner piece, I made sure that it have a curve involved so that it can feel unique to the other levels instead of a sharp corner edge. The tile pieces for this level is a wooden plank type so that it can differentiate from the walls so that it is not all completely the same texture.
- Lastly for zone three's modular walls and tile, the theme of this level is a golden mixed with black and white theme so that is feels kind of like a mini throne room. The challenge with the textures of this was making sure the white did not seem like a lambert color. I made sure to set it like a white painted on concrete mixed with some rust generators to make it pop. The tiles for this zone give it more of that checker feel mixed with some gold in the center of the tile.
- A few other things that I've worked on this sprint was model some of the sigil pieces that the player will have to be able to collect around the map to unlock doors to other levels. I am modeling it based off a flat plane of an image designed by the lead designer and tracing them out with the select tool which was a bit of a challenge making it look good. I made sure to make the plane a 60 by 60 so that I am able to get the best curves out of the design while still giving it that PlayStation 1 look. Lastly, I was able to gather of my up to date models and place them into Unity with textures placed and create them into prefabs. It is quickly coming along together and I am truly excited to start piecing the level together for the next playtest.
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Sigil Models. (Used as keys to unlock other levels!) |
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[Sprint 2]:
- For the second sprint of development, now named Vapiric Checkmate, I was tasked with creating the models and textures for the characters and new environmental items. I am enjoying my role as a 3D modeler and texture artist so far and am eager to work with the team on the next models. During the second sprint, we were able to find our footing for the team and we know just about what our scope should be based on our burndown chart. I was able to complete over 20 plus points this sprint and I am proud of myself, I plan to continue at the same pace moving forward. As far as the work completed, I have completed all the models and textures for the characters in the game. I was also able to complete a few environmental models such as a throne, double door, red carpet, and a pitfall trap.
- For the four characters modeled and textured, I used the same vibe for the three enemy humans. They represented an angry mob, and I modeled three different tools for them to use as weapons. Also to mention again, the design the team agreed with was to go with a PlayStation 1-style type of graphics/models. I made sure the models followed the same vibe overall so that they did not seem out of place. My favorite tool that I enjoyed modeling was the axe, it came out exactly how I expected it, and proud of the result. The rake and baseball bat also came out extremely good and there were no issues that prompted up during the UV and texturing process. The fourth character who was not an enemy was a wizard vendor to help assist the player in purchasing skill sets. I extremely loved the way the textures came out for the wizard and I would definitely like to save this as a highlight for my portfolio. I had tons of fun modeling the wizard uniform and placing star alphas around to bring the wizard vibe to light. As well as adding emission light to the wizard's wand!
- The next models that I completed this Sprint Two were a pitfall trap, a throne chair, a double door, and a red carpet. I definitely enjoyed how all of them looked, but the standouts were the pitfall trap and the throne. I based it off of concept art and it came out perfectly as how the designer asked. The throne chair was a little complex at first, but I was able to make the right multi-cuts and make it look proportionate to size. Placing the ambient occlusion on the throne model was extremely fun to experiment with, and it really made the model shine more. For the pitfall model, the team is planning to have it open up so the player could fall into it and be eliminated if they end up being over the trap. It is a wish and want at this time, so I decided to make the model for the door and the support separate models so that it can be easier to use for animation purposes.
- As sprint two came to a close, I started placing all the models into the Unity project so that the programmers and level designer could start to work with the models for the electronic prototype. What I am working on currently is modeling out the modular wall pieces for levels 1-9 so that the player can have a barrier and a maze-like playfield. I am extremely satisfied with the work that was completed for the second sprint and plan to keep up the pace so that the team can have a successful electronic prototype.
Extra! Double door. |
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[Sprint 1]:
- For the first sprint of development of After Dusk (title may change), I have been tasked with the role of the team's 3D modeler and texture artist. My experience with this role is no stranger to me, although it is a little different when it comes to working with a smaller team. I have previously worked on Perry's Pies as a 3D modeler and Texture Artist but with a larger group. It seems much calmer since we are able to share our thoughts more easily with everyone since there are only five members in total. This is great practice to simulate an indie game company which normally has a small team of people. I think I will enjoy it along the way and be able to have more small-group experience under my belt in the industry.
The development of the main character! (PS1 Style!) |
- For the sprint kickoff, my priority was to have the main character modeled out so that the designers could use it for testing purposes as soon as possible. The character design that I was assigned was a PlayStation 1 style vampire character, this really interested me because I've never really modeled any characters before and I really enjoy the style of old Playstation characters because it gives a sense of nostalgia. The model came out pretty amazing to that old-school standard, with nothing too crazy in faces which should help with the performance of the game. I had a really fun time texturing this vampire character, I went with some dark colors for the overall look and went with red for the secondary color.
The vampire main character's final look! |
- The next character I got to work on, was the main enemy character. It is supposed to imitate a farmer-looking character that is involved with angry mobs. I also enjoyed modeling this character, because I was able to give it some expression with its cowboy hat and farming tool. The tool that I chose to model was a pitchfork, I designed it so that it was textured to look dirty like if it was used before, and has some roughness to it. I was not able to complete the rest of the textures for the rest of the characters since the team was deciding on whether we should have more than one human enemy. I did have an idea in my head to have the characters have different colored clothing and perhaps a different tool to differ from each other. The UV'ing process was not extremely difficult since the character was following the low-poly Playstation style that the team was aiming for. Something that I added as an extra piece that the vampire did not have was arms.
Human 'Enemy' Character! |
- The next few items that I modeled this first sprint were a wooden door, a concrete obstacle with a light, and a ladder. Out of the three I really enjoyed modeling the obstacle with a light because I placed many small details into the concrete piece of it. Such as dirt generators, a brick generator, and small cracks. I personally love texturing concrete pieces because there is so much detail that goes into it that we do not even realize it.
- What I am currently working on is completing the textures for the different variations of the human enemy character. I plan to give them different colored clothing, model a new second weapon (baseball bat), and have different skin tones. For sprint 2, the team has officially decided that we would like to have different human characters following the vampire so that it can become a little more strategic in-game. Plus, this game will follow a chess-style system, so more characters is the ideal option. I am excited to see what the future holds for the development of After Dusk!
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