Thursday, 25 April 2013

Island generation

So I have been using a program called world machine in which you set up as many different terrain options as you wish and then it generates an infinite plane of height map that I then look through until I find a section that I like for our island. I can then export the height map from here and take this into unity to edit further.


Wednesday, 10 April 2013

Quick sloth model and animations

So for the presentation to showcase what we plan to do with our game Jordan has modelled a quick sloth and I have done some really quick animations for it so that we can get it in to the game and show how we want it to act.

Tuesday, 9 April 2013

Renders




Side View and Perspective



Environmental reason for evolution

My characters environment consists of a lot of seismic activity causing mountains to emerge out of nowhere and fissures to tear the ground a sunder. This terrain is ill suited for a snake like creature so it has to evolve to have powerful legs so that it can jump gaps and sharp hooking claws so that it can climb.

Redone Evolution


Monday, 18 March 2013

Reactionary evolution

My creature starts out very snake like as its terrain is very open and flat. As this terrain opens up to reveal gaping fissures and towering mountains it must develop a way to jump to navigate these features. The tail splits in 2 and it rears back up on them. From here feet develop on the end and claws come through for gripping the rocky surface. The 2 tails form into the shape of legs much like that of a grasshopper and the head enlarges.