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.
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