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.

Sunday, 10 February 2013

Start the threan dean

Jumping into some 3D work, I modeled a basemesh today that I could modify in the future for different humanoid characters, it's very low poly, and looks pretty ugly, but once I get the hang of low poly work I'll be able to knock out content pretty fast.

Wednesday, 6 February 2013

Low poly research

So it's time to think about the art style to go with the project, considering time and man power limitations I need to be able to whack out the content pretty quickly, so I'm thinking of doing low poly graphics, maybe mobile development level, I'm simply not going to have the time to produce really detailed work if I want to have a playable demo.








Here is some nice work from "Murph" (gardenturtle.blogspot.co.uk/), who is a character artist at Blizzard, this is currently the level of detail they are putting out for world of warcraft, I'm not too sure about the polycount but the texture quality has increased massively, they have some great texture artists at Blizzard.

This is the "look" I'd like to go for, but maybe not as detailed (I'm not skilled enough to paint textures like that either way)

Saturday, 2 February 2013

Extended project ideas

So I'm solo on the extended project, gonna be a lot of work, I've settled on idea and I have a general outline laid out in my head of where to go over the next few months (whether or not I'll be able to achieve it all in time is a different matter as I'm completely new to UDK)

Basically I'm planning on doing a First or Third person "Wizard Shooter" with low-poly WoWish graphics. Imagine wizards running around a forest shooting the unreal link gun out of their hands at each other, it could go much further but as I'm solo I'm just concentrating on getting my wizard character in-game.