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Models, Texturing and Animation |
The newer few are experiments conducted by myself to test my ability and to learn new technique, while the rest are those done during my days in the university.
All files are listed from the latest to the oldest, with the appropriate icon annotations to signified the part of the project I was involved in: M for modelling, T for texturing and UV mapping, A for animating and applying bone, E for visual/audio effects and physics, C for codings (pathfinding, physics, etc), and O for other elements like camera and lightings.
All are what I have done for my school assignment, from visual effects to physics and pathfinding using C++ and Lite-C scripting languages. All files are listed from the latest to the oldest, with the appropriate icon annotations to signified the part of the project I was involved in: M for modelling, T for texturing and UV mapping, A for animating and applying bone, E for visual/audio effects and physics, C for codings (pathfinding, physics, etc), and O for other elements like camera and lightings.
Texturing and lighting project using the given models.
Stawberry-head Monster, one of the two enemies in our "Elvia" project, I also did the other enemy which is a ranged version of it.
Boar, a mount for the Stawberry-head Monster to ride on.
I took over the texturing of the two models from a team-mate, but also did a few tweaks to reduce the poly-count.
Two completed models for "Belvium", not used due to reduction of content scope. The tank is actually three different models: body, turret and barrel, they are to be connected using code, which will also govern the sideway rotation of the turret and the tilting rotation of the barrel.
Fatman. |