The NeighbourWoods Production Week 3
This week I concentrated on day two dialogue but also made the deer models and prepared for texturing later.
The Day Two dialogue was the primary focus for me this week which went mostly well, except when I lost a bit of progress through some sort of glitch with Twine and when I re-wrote one of the portions of the lost dialogue it didn’t feel as good as it did before. After that incident I took measures to stop that from happening. It seems that the glitch was something to do with the browser storage of the document, so I make sure to download the Twine html document before I close the tab every single time.
Because last trimester we made turnarounds of the male and female deer it was relatively simple to construct the models using the turnarounds as reference. Additionally as the male and female deer are quite similar in geometry I made the female model first before duplicating it and modifying it for the male deer. Primarily by adding horns.
For the fawn there wasn’t any concept art but by using the female model as a base and looking at a bunch of adorable pictures of roe deer (the species the deer are mostly based off) fawns for reference I was able to make a pretty good and cute model.
I made sure to construct the topography of the joints for the legs in a way that I was shown was good for rigging, with extra edges where they would bend so that they deform properly. To make sure I was putting the joints in the right places I had to look at quite a few deer skeleton pictures though.
I also had to UV the deers, something I don’t exactly enjoy but when I do them I get a bit perfectionist about them. Luckly I was taught the way to best UV quadrupeds, which is a bit of a similar way how an animal would be pelted. A bit of a gruesome image but very effective.
Additionally while Izzy was working on the Shiba inu and cat rigs I took the geometry into Mudbox to make sure that they would be ready for texturing. Doing this I found a few small mistakes and issues such as a face not properly being UV-mapped and the texture being very stretched there as a result. I worked together with Izzy to rectify them.
The Day Two dialogue was the primary focus for me this week which went mostly well, except when I lost a bit of progress through some sort of glitch with Twine and when I re-wrote one of the portions of the lost dialogue it didn’t feel as good as it did before. After that incident I took measures to stop that from happening. It seems that the glitch was something to do with the browser storage of the document, so I make sure to download the Twine html document before I close the tab every single time.
Because last trimester we made turnarounds of the male and female deer it was relatively simple to construct the models using the turnarounds as reference. Additionally as the male and female deer are quite similar in geometry I made the female model first before duplicating it and modifying it for the male deer. Primarily by adding horns.
For the fawn there wasn’t any concept art but by using the female model as a base and looking at a bunch of adorable pictures of roe deer (the species the deer are mostly based off) fawns for reference I was able to make a pretty good and cute model.
I made sure to construct the topography of the joints for the legs in a way that I was shown was good for rigging, with extra edges where they would bend so that they deform properly. To make sure I was putting the joints in the right places I had to look at quite a few deer skeleton pictures though.
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| A happy deer family! 🦌 |
I also had to UV the deers, something I don’t exactly enjoy but when I do them I get a bit perfectionist about them. Luckly I was taught the way to best UV quadrupeds, which is a bit of a similar way how an animal would be pelted. A bit of a gruesome image but very effective.
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| Makes me feel like a taxidermist |
Additionally while Izzy was working on the Shiba inu and cat rigs I took the geometry into Mudbox to make sure that they would be ready for texturing. Doing this I found a few small mistakes and issues such as a face not properly being UV-mapped and the texture being very stretched there as a result. I worked together with Izzy to rectify them.


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