This new addition to the ships allowed us to overlap, interlock and weave the main ship panels together to achieve a more complex look.īy taking this approach it allowed the designs to show gaps, grooves and negative windows of space that were in-turn filled with real time PS3 self shadows. This made the ships appear lighter and more hover like without reducing the ships scale or bulk. To evolve the designs further we replaced the nut and bolt element to the WipEout HD ships by building clean simplified inter-locking mechanical shapes. This suggested fewer components in the ships build. Also it gave the ships a tailor-made look and also suggested that the ships parts had been created with new and advanced material. When viewing the ship design side on, the body panels have been purposely angled forwards to help create a dynamic appearance even when stationary. As a result the ship’s profile fights against the horizontal lines of the track’s surface which helps communicate the notion of an anti-gravity spacecraft. To help identify the Fury ships within a race we added a second layer to the cockpit. This gives the impression of extra pilot protection. Well also placed a blue emissive tint to the cockpit glass which adds energy, notion of power and focal point to the core of every ship design. That’s it from me! Hope you enjoyed reading about what I do :) I understand that we’ll have another update for you on WipEout Fury next week by another member of the team here. In the meantime, have a great weekend.I have been using Maya ever since the studio adopted the program in 2001. I use it on a daily basis for low poly and high poly modelling. Rigging which involves the creation of the skeleton systems of the character’s, as well as the skinning.įor UV creation and manipulation.
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December 2022
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