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.