Final Gallery:
Everything has to stop somewhere, and here's where it ended up. All the final renders, assets and presentation sheets from Whittiger's Tale:

All models were started from scratch, and all textures were hand painted unless otherwise stated.

(Note: for in-game images see screenshots)
.All images open in a new window.


The Beauty Render

Geoff Whittiger:
Geoff is the protagonist of Whittiger's Tale, a young cabin-esque boy on a flying airship. Below are the 4 sheets that represent him in his final form, and give visual details into his creation.

As usual the modelling was straight forward and completed on schedule, Textures took longer due to lack of 'good' experience in this area. There are very few areas in Geoffs unwrap that have been overlayed, most of what you see has been uniquely assigned...not entirely necessary for this characters needs, but the benfit of hindsight comes and goes.


Geoff - Posed
 
Geoff - Model Sheet
 

Geoff - Texture Sheet
 
Geoff - Rig Sheet
 

The Airship :
The creation of the Airship in its entirety was not originally intended, but for the fear of not creating 'enough' it was advised that it be done. This decision cost the greatest amount of time out of all the assets, and still remains quite unfinished. The initial criteria of Whittiger's Tale featured only the indoors area, 2 rooms to be filled with all sorts of exotic and wonderful props, swinging monkeys and impressive texture detail, following such a direction would have also given enough time to focus more on the engine side of things, and actually end up with a playable game, rather than an interactive walkthrough. (see Critical Analysis for more on this) .

The modelling of the Airship was relatively straight forward and thus complete, it was the unwrapping and most importantly the texturing that took up more time than was planned. The airship features some photo overlaying which was used as a temporary art test that was regretably never updated. Had the airship of reached the final stage, all textures would have been hand painted. The actual unique texture space of the airship is somewhere around 25%, the rest is re-used for the other 75%, this was a necessity due to the sheer size of the model. in game.


Airship - Render Sheet
 
Airship - Model Sheet
 

Airship - Texture Sheet

Storage Room :
The storage room is where the player first finds himself, hiding away from the monkeys up on deck. Initial idea behind the room was that it was to be the main focus of the game, but soon lost priority when the creation of the entire airship itself was introduced. Due to the unforseen alterations of the time frame, this room remains largely unfinished. Not unwrapped, contains 3x 512x512 tileable diffuse maps.

Storage - Render Sheet
 
Storage Model Sheet
 

The Chimp:
One of the NPC Characters of Whittiger's Tale, the Chimp took priority over the development of alternitave monkeys as it was to be made with the intent of duplication. Ergo, Generic:

As the chimp was to be merged in multiples, hindsight and previous experience taught me to stay away from using such luxuires as the Reaction Manager for tasks like the Auto Clavicle in the chimps rig, as all Reaction Manager data is lost upon merging. All tasks previously done with the reaction manager on previous projects were done with wire paramters for this rig.

Chimp - Poses
 
Chimp - Model Sheet
 

Chimp - Texture Sheet
 
Chimp - Rig Sheet
 

The Props :
The props are essentially the life and soul of the airship (aside from the chimps). Since they were to be duplicated by an enormous amount, keeping the triangle counts down on each asset was a must. A second, alternitave texture with varied wood tones was also made, to help break up the repetitiveness.

For better texture useage, only the Lantern, Cannon and Propellor Wrap have their own diffuses. The rest share a single 1024x1024 sheet. Mild photo overlays were used in the painting of the crates and barells.


Props - Render Sheet
 
Props - Model Sheet
 

Props - Texture Sheet