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:

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.

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! 

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.

Wednesday 11 April 2012

Bed Render Complete

The bed is now complete for the bedroom. I decided to put a more cartoonistic look and feel to this bed to help bring the room to life. The high res version of the bed weighs in a 10,000 polygons but can be replaced with the low res if required.
The bed will sit next to the door and will act as a strategic point for the defense structures.

Tuesday 10 April 2012

Chest of drawes - finished

Here is my latest render of the chest of drawers for the childs bedroom, this has been rendered in Octane renderer so won't look as polished as this when imported into Unity.
I have used an ambient occlusion baked map on this which will help to add to the realism when looking at it in the game engine.
I have also modelled the bed which I will upload later.

Tuesday 3 April 2012

New Design with Army Men

Here is the latest logo with the additional army men added. Next stage in the plan is to start modeling the bedroom!

Green Army Man Model

Here is the model for the green army man. This was build in Maya and is roughly 5000 verts. Currently adding this the logo, more pics to follow

Monday 2 April 2012

Green Army Man - Concept Art

Hello and welcome back to the blog!
I have been starting to put together some concept art for the game and thought I would start with the green army soldier, as he's going to be used in the logo.
Its a very loose sketch at the moment, I hope to tighten up the lines some more and perhaps draw a side profile view. I can then use these as references images in Maya when it comes to modelling.
Again, let me know your thoughts!