You will have noticed in my previous post the character is holding a gun, so I thought I would share the renders of the gun. Its a fully modelled Scar - H assault rifle.
This actual high res version of the gun will not be used in the final game but the previous unsmoothed version will.
Craig Fitches
Tuesday, 15 May 2012
Tuesday, 8 May 2012
Main Character Rig Built
Over the past couple of weeks I have been modelling and rigging the main character. The character is a toy astronaut built and rigged in Maya. I have also modelled the Scar-H assault rifle that the character will start with. I will do some more high res rendering so I can share the modelling but here is the rig within Maya.
Im just started to complete the animations now - for the game I will need:
Walk
Run
Shoot
Side Step Left
Side Step Right
Reload
Idle
Im just started to complete the animations now - for the game I will need:
Walk
Run
Shoot
Side Step Left
Side Step Right
Reload
Idle
Saturday, 28 April 2012
Green Army Man Firing!
I've reused the rig for the previous army man to create the defense tower. Again, I've rendered in Octane render to get an indication of what this will look like when imported into unity.
Video below:
Video below:
Wednesday, 25 April 2012
Video of Green Army Man - Ready
Hello!
I have been rigging the green army man over the last couple of days and finally have him complete.
I have done a quick render of the walk cycle that wil be used in the game. I still have some minor tweaks to do but we're almost there. Currently have a problem with the hard edges on the model in the rendering but this isnt the case when importing into unity.
I used this model to do some system testing, Ive imported well over 50 animated models and the system still has plenty of headroom so looking good for far on the polygon count.
I have been rigging the green army man over the last couple of days and finally have him complete.
I have done a quick render of the walk cycle that wil be used in the game. I still have some minor tweaks to do but we're almost there. Currently have a problem with the hard edges on the model in the rendering but this isnt the case when importing into unity.
I used this model to do some system testing, Ive imported well over 50 animated models and the system still has plenty of headroom so looking good for far on the polygon count.
Tuesday, 24 April 2012
Main Character
It's that time in the game development plan to start to begin to build the main charactor. The first stage has invoved doing some Astronaut character research. I've decided to go for quite a standard astranaut character, something that isn't too on the cartoony side, after all, this is suppost to be a toy!
He will be wearing a helmet so the face is hidden, this decision was made to help reduce the amount of polygons and will help to keep the game running smoothly. Hopefully, I can dig into the materials area of Unity and apply a mirrored material to the characters mask.
He will be wearing a backpack with a tube running into his mask, a white baggy suit and large white boots.
Currently drawing up the blue prints so pics will be posted soon!
He will be wearing a helmet so the face is hidden, this decision was made to help reduce the amount of polygons and will help to keep the game running smoothly. Hopefully, I can dig into the materials area of Unity and apply a mirrored material to the characters mask.
He will be wearing a backpack with a tube running into his mask, a white baggy suit and large white boots.
Currently drawing up the blue prints so pics will be posted soon!
Wednesday, 18 April 2012
Ambient Occlusion Baked
I've been baking a number of Ambient Occlusion maps recently onto my models. I started with the bedrooom at 512 samples and it took roughly 5 hours to complete. I'm having to do this over night!
Its a fairly simply process of using Mental Rays ambient occlusion shader, then turning up the samples to 512 and using the baking feature. Then once complete (ensure to have your project set up correctly) the maps will be avaliable in the renderData folder within your project. Then simply take the map and the texture file into Photoshop and do a multiply blend mode. There you have it baked maps.
Some examples below
Before:
After:
Tuesday, 17 April 2012
Defense structure modelling / rigging complete
Hello All,
I have been working on the defense structure this morning, putting together a green army man with a gun and a concrete wall protecting him.
I have rendered this out and its ready for import into Unity.
Next stage is to start working on the main character, which I'll being by drawing out the planes.
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