Sunday, April 19, 2009

Check out my site

For further updates on the Neogenesis project.

I will continue to update this blog as well.

http://saraleedom.com

Friday, April 3, 2009

Unreal 2 Mod Now Available Again For Download

An example of some of my older work in Unreal is available once more download here:
http://www.4shared.com/file/96497578/616268a4/Nisrochs_Tomb.html

Nisroch's Tomb is a single-player dungeon-crawler style level, with all in-game ut2004 only content.

Tuesday, March 31, 2009

Another Update: Downloads Now Available!

Download and test the most stable version of my mod here:
http://www.4shared.com/file/96110618/c81493b0/WAR-Neo_comp_final_02.html

See a much better video too :) :

http://www.4shared.com/file/96106977/1da618f6/Neogenesis01_1.html

Tuesday, October 14, 2008

Update, Updated?





















OK.....Hard Drive Issues + A VAST number of things to upload= a much abbreviated website update.

I just don't wanna sit here and upload 107 screenshots :\ especially when the power supply for my hard drive is not working as such. Here's the "Best Of" Version.

In short, all modeling is done! *pats self on back* What's left to do:
-Texturing
-ZBrush-ing
-Import
-Material and Collision details in Unreal
- Levels completed in Unreal (All art assets, including geo texturing, lighting)
-Gameplay

Soooo too soon to celebrate, but I'm getting there!

Monday, October 13, 2008

36-Hour Review

Well, not exactly "36 hours" considering the amount of work done outside of class, but here is a MAJOR update on the project. I have been working on models and texturing. I can show here a number of the low-poly models I have made along with their textures and maps. I have already begun to bring the models into ZBrush to create hi-poly versions from which the normal maps will be derived.

Geo in Unreal is all laid out, and texturing of geo is underway. The terrain level is still needing work at this moment.

Sunday, September 7, 2008

Mesh-on-Shaded Views of Recent Models







For review as to poly count, and how efficient the mesh is in general. I realize that some of the models are a bit dense in the wireframe, and this should probably be cut back a bit for import into the engine.

Poly Counts:

Elevator Frame: 1688 tris
Pole: 1318 tris
Lift: 680 tris

Frogbot: 32784 tris (!)

Robot: 2558 tris

Massive Weapon: 29544 tris