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Week 8 (May 1st - May 8th)

The Mech Visuals:

Since I had coded most of the base mechanics for my game by the end of the first half of the semester, over the break I started working on implementing the assets for the mech.

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During the break, I did some basic concept sketches to get an idea of the shape and proportions I was after for the mech. I knew the design would take inspiration from the mechs in Titanfall, sporting reverse joint bidepdal legs, an entry point at either the front or back, along with storage contaniers or container on its back.

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(Simple sketches to get an idea of what the mech should look like, the third one was my favourite so it was the one I fully developed)

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Mech Modelling:

Shortly after choosing a design, I spent most of the break modelling the mech. Since all the segments of its limbs are seperate, the artigulation is very good, and will make rigging fairly simple, either in Maya or Unity.

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The torso opens up to reveal a cockpit for the pilot, which will see some additions in future. The back of the mech still has a ladder between the cargo containers, but it now leads to the coolant collector instead of the entrance.

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Mech UV Mapping:

Once the Modelling was complete, UV's were th next step. While I would have liked to have all the UV's on one map, they were getting so small that it wasn't practical.

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So the UV's are split into the Lower Body, Upper Body and Arms, to get decent sizing for all the faces and still be able to texture them properly.

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Mech Texturing:

For the actual duration of Week 8 of the project, I touched up the UV's then began texturing the mech. 

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So far its just base colors to get an idea of what I want the base of the mech to be, before I add in extra details such as decals, wear and tear, scratches, emissive lights and so on.

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