Photoshop:
I created a few branches that will be used for some of the trees and bushes.
I never got the whooping willow branch to get a nice fit on the tree trunk, but I was able to get this kind of tree anyway later on when I started using the AEC Extended function in 3ds Max.
Textures used:
The textures (except the flower) that I used to make the trees and bushes.
Flower:
Went back and replaced a texture on the second flower that was messed up.
Plants:
Plants created from branches developed in Photoshop. The reason for the rendering windows is to show that the white border that surrounds the objects are not actually there in the final rendered object, and are just there in the build view.
Trees (AEC Extended):
Boy, this sure made my job making the trees a lot easier, especially for the whooping willow. I wasn't expecting the texturing to already be on the objects either.
Because this took me a lot less time then I was expecting, I went back to try to make a few more trees with the branches and trunks I already had.
Trees (NOT AEC Extended):
Ya...compared to the AEC Extended trees, the first tree just doesn't look great at all. However, I liked the way the pine tree turned out. Similar to the bushes, the rendering window is to show that the white borders don't exist in the rendered object.
I actually had to redo the trunks as well since they just didn't look good connecting the photoshop branches with the 3ds max branches.
Placeholder Power-Ups:
For a long time, the car-gun has been shooting nothing but large boxes for the speed/slow boosts. This is mainly just to get an idea on how the power-ups could go. They come with animations where the arrow spazzes back-and-forth and the X spins.
Future: Heaven structures, true Power-Up objects, and to start uploading the objects into Unity to start cluttering up the level.
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