Tuesday, 22 November 2016

Last day before submission.

I finished all of my animations, models and textures in time, all that's left to do is for our head of Unity to get everything working together, but he's been having some trouble lately.
It's been really hard to to get this game finished with only 3 people in the team, some of us started acting a bit grumpy and this created some tiny tensions within the team, but we just kept going like usual. The Boiz never lose their cool.

Surprisingly we managed to get our game kinda finished, obviously we had to get rid of a few elements like the minions, we also had to restrict ourselves with the amount of assets and environment designs since it's only 3 of us working since the start of this project.

Each one of us did a good fair amount of work and contribution to the game, I'm happy with what we achieved but not truly satisfied, I realized so many things that I and the team could have done better to get a much better end result, but like I said before I am happy with what we've done for a first time game project.

Sunday, 20 November 2016

November 2016

I haven't posted here in quite a while, this is because, I've been mainly focusing on finishing and getting everything done in time and I haven't really found the time to post anything since the end of October.

This is what I've been working on for the past 3 weeks so far.


I finished rigging the character about 2 weeks ago, we took it into Unity and it worked just fine, but Regan found a minor problem in the rig and I think this was due to the value the mesh had in its scale attribute, both in the L_Boot and L_Hand, this was an easy fix for me since I knew exactly what to do after my tutor guided through it and giving me an idea of what I could do to fix this problem.

I ended up deleting history on those 2 meshes and then I skinned it back to the original hierarchy/Geo, but instead of painting the weights I decided to copy and paste them which resulted in a much faster way of fixing this, I did have to do a bit of weight painting but not as much as I thought. In the end it only took me about 1 hour to fix this and the rig now works just fine.




The next thing that I had to do was to model some floor assets, this was a tricky one since I didn't really know what to model apart from pipes. I ended up going with flow as I got in "the zone" and started modelling some assets that looked like they belonged in a sci-fi prison. I showed it to the other guys in the team and they liked it.

I deleted just some unneeded topology and I planar mapped all of them, and then I gave it to Michael who had agreed with me to get rid of any extra topology and UV map them all while I worked on the animations. 

These are all the assets I modelled and we ended up using all of them in the actual game apart from the big arcade looking machine on the far left at the back.



After I was done with modelling the assets I jumped into animation, I was in charge of doing the walk and run cycle as well as the idle animation.

The one you see below is the main pose for the idle animation, I decided for a military stand, since she is a Rebel.





The one below is one of the key frames in my run cycle animation.



And this one is a key frame of the walk cycle animation.




I spent some time yesterday(sunday) working on finishing and fixing the topology of my original assets, the "checkpoint", I deleted unnecessary faces and edges and combined the platform altogether, then I textured it all using one of the textures that Michael had found, in order to make everything fit perfectly in place and not have some weird textures that don;t really belong or seem part of the game.

This is how the checkpoint assets now looks.


Tuesday, 25 October 2016

Character Rigging

Today I started rigging our Rebel Punk Sci-Fi character, I started off by orienting the joints, which is something that I find annoying and a lot of times have issues with, but I found a really short tutorial that explained how I should be orienting the joints when rigging, the tutorial was very helpful and so I managed to orient all of the joints and now she is ready to be fully rigged. Orienting the joints in the fingers was super annoying but I managed to do it :D

The next step for me is to create some controllers for those joints. I will be creating an FK arm instead of IK, because it is more useful for walk,run and jump animation cycles which is what we need for our game. The legs will be IK legs with a set of attributes for the foot.

The controls for the fingers will also be a set of attributes (hopefully haha), if not they will be normal FK finger controls.

I'm still deciding whether it'd be better to have a FK spine or a ribbon spine. I will also try to create some blendshapes for the face if I have enough time.

The hair will also be rigged in order to get a nicer follow through, secondary actions,etc. I will most likely use joints for the hair.




Monday, 24 October 2016

3D Character Modelling

It's been a while since my last post, but this is what I've been doling so far since then. I modeled the base body for our character, which I created in advanced from my own original design that I came up with for this assessment, "the Rebel Punk sci-fi girl character", which I'm planning to use for my own personal projects in the future.


Original concept. We also decide to do her hair they way I designed it.


This is the designn from which I 3d modeled the face for my own original character.





I gave the base body 3d model to Michael so he can model the clothes and do the UV maps for it. I then started working on reshaping my original face that I created for my own character in order to fit the one that I came up with for our game(the one in the image above) and I also started modeling the hair.
For the hair I decided to use planes  to form the shape and because we would be able to apply alpha maps to them to create a more "realistic " hair effect.


Sadly this game requires our characters and assets to be low poly, therefore a lot of detail is lost, but oh well, there's only so much you can do in low poly :P ) 









Monday, 3 October 2016

Concepts for Assets - Game Interactive

These are the concepts that I came up for a sci fi asset that we could use in our game.








Final 2 concepts



This is a render version of my checkpoint asset using basic materials in maya(not UV mapped yet). It uses particle effects to simulate a type of sci-fi energy effect once the character steps in the middle.

I am not sure if I will be using the particle because I don;t really know how to make them loop yet, once I figure it out,chances are that I will apply them and use them in the asset.








Friday, 23 September 2016

Game - Character Concepts

I came up with another concept of our character's face based on my first designs. I will try to come up with more concepts to see how far this character can be developed.
 The colors are still being explored, but I like how blue hair looks and bright neon eyes to make her look more sci-fi.





Monday, 19 September 2016

Game Assets - Environment

I've been having a pretty hard time coming up with environment asset concepts for our game, ideas are not really flowing and I've only done 1 concept so far, which I decided to model to have a better view of it in 3D. 

The idea behind this concept is that it will work as a check point for the character, I added particles to it too,