Tuesday, 5 March 2013

Fin


"Finished" render for now, I really need to start getting work done on my identity and branding project so I'm gonna put this on hold for now, and maybe just do research and tutorials, and the next step is getting this rigged character into UDK, and animated.


I've done some quick reading up and it sounds like a LOT of work, if I can't make any decent progress over the next couple of weeks I may have to consider scrapping the playable demo and just doing camera fly-throughs. It all depends on if these two guys I recruited actually get any work done, I spoke to them a week ago about the project and they seem pretty keen, one was going to do environments, and the other engine work, as he is doing Games Programming at Derby University.....see what happens..

Thursday, 28 February 2013

Crease


Finished doing the face, I actually spent ages trying to do the fact properly, and started out using a picture of my mate, which I ended up scrapping for a more cartoon hand painted face texture, now to put in crease details e.t.c

Saturday, 23 February 2013

SMS Texture berry

Quick colour scheme texture paint job thing, will add more detail over the next couple of days, currently trying to work on other projects at the same time as this.

Friday, 22 February 2013

You massive V


Here is the UV's I laid out for it, not great but I'm fairly proud, as it's all still a learning experience.

Monday, 18 February 2013

Rig test

 I had a look at mixamo.com today, and it turns out they have an "auto rigging" algorithm that literally, rigs your character for you, all you do is upload a .fbx of your bipedal mesh, line up a few markers to give the rig somewhere to start, and it rigs it for you, it does a pretty good job considering it's done in a few minutes.

I downloaded a maya control script so you can do your own animations for it, because that's currently mixamos business model - selling animations for the rigs, some of the animations are really nice, but pretty expensive.

Quick test pose...

Sunday, 17 February 2013

You're a wozord horry

Been modeling a wizard mesh recently, I'm probably not going to use any other character meshes for this submission as I won't have time, it depends on how everything goes.

I'm currently looking to recruit some people to help with any environment or engine work, I currently know next to nothing about UDK, and I'm pretty terrible at environment work.

Friday, 15 February 2013

Use your head










The topology on the head that I modeled was absolutely awful, so I spent some time gathering reference and trying to model something a bit better.


The new head is MUCH lower poly, I'm pretty sure it's too low, but then again I'm not putting emphasis on detail, and this game is gonna be developed "for mobile" so making it as low as possible is cool.

I can always tweak and add new edgeloops in the future, as long as the base topology is ok, note that this has triangles and 5 sided polygons, which doesn't matter as I plan to triangulate all of it anyway for UDK.