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.
Tuesday, 25 October 2016
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.
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.
Subscribe to:
Posts (Atom)