Showing posts with label Modelling. Show all posts
Showing posts with label Modelling. Show all posts

Sunday, 14 April 2013

End of Easter

The Easter holiday is over and it was great to see all my friends and family and have some time to chill out but it also feels good to be back in Cardiff and in the working mood again.

I have been working on some of the particle effects in Unity and although the particles systems in Unity are easy to use I think they can be quite limiting on what can be achieved, that said there are some really useful tools in there for achieving what you want.

So far I have a trail added to the Fae's weapon:


This has a trail component on it causing the main trail, this was originally intended to just be active during attacks to add a swiping effect to emphasise the attacks but thought it worked when it's always on. I'll bring this up at the next group meeting and see what people think. The other part of it is a particle effect attached to the top of the staff which simulates in world space, hence the fact the particles trail behind, which I think has a nice added effect.

I also made some particles for the magic attack. At the moment the idea is energy is sucked in as he jumps into the air, then as he hits the ground with the staff the energy is expelled and some rocks fly up in the air from the impact. Again this hasn't been checked over by the ground and needs work but it's a start.


I have also been working on the church ruins which are used as the level transition and a possible boss fight. So far I have modelled them and I am in the process of unwrapping them although I am running into quite a few problems.

Either way here it is:



We have a play-testing session this Friday to see how we're doing so far so that's exciting, hopefully it will go well without too many hiccups.


Sunday, 17 March 2013

First Echoes Sweatbox

The first sweatbox,where we show our work off to the tutors and the rest of the course, is happening tomorrow so I've been getting some quick renders out so people can see my work.  So I thought I might as well post them on here.

I've been continuing to texture the characters, although this has been going slower than I would like as I'm having to work on it in university rather than at home as my poor computer cant handle the stress these days. But in terms of the actual texturing it seems to be going quite well.

The Centaur has a Diffuse and Specular map:




The Fae has a Diffuse and a Normal map:



Other than the characters I have the weapons, although these are not textured yet. 



And I have the instruments from the previous posts although I wont bother posting them all here again as they haven't changed.

I feel like I don't have much to show for saying how much work I have been doing, I am a week or two behind schedule due to personal matters but I think I need to step up my game a bit, especially as the final deadline draws ever closer.

Still the work I have so far exceeds my expectations so there's a bonus there, I just need to work on getting work done faster by improving my workflow.


Monday, 4 March 2013

Instruments of War!

So, it's been a while since I last posted and boy oh boy has a lot happened. But work is back on now and I'll need to work quickly to make up for my time away from the project.

Firstly I finished the staff, I wasn't completely pleased with how it turner out. I liked the idea behind it but I'm not convinced it worked out. Either way what's done is done.

Here it is, at 636 tris:




Other than that I made 3 instruments quickly in a day, which have been unwrapped, but not textured yet.

There's a recorder (272 tris):


Some pipes (280 tris):


A Violin (878 tris):


And finally a French Horn (1,004 tris)

Lots of work to do but it seems to be coming along, so I'll continue working away.




Friday, 22 February 2013

Bows, Arrows, Staves and Dissertations

The characters have been handed over and the rigging and skinning has begun  so work has become less hectic. While it was great fun making them two characters for our game it would have been too stressful to keep going at that rate for much longer.

So I took a few days off over reading week, lazy? yes. Worth it? totally.

I feel much more refreshed and ready to crack on with the game now, and seeing the characters come to live as they are nearly rigged is making me very excited, I cant wait to see them animated and shoved into unity.

But there is a minor halt in the major project, as the dissertation deadline looms ever closer. My essay 'Aesthetics as Metaphor: A Study of Environmental Storytelling' had to be put on hold while I churned the characters out so I have less time to cram it in now, but it seems to have all worked out well as the models are completed and the dissertation is coming along reasonably well. So fingers crossed.

Anyway...art.

So I completed the low poly of the bow and arrow which I had blocked out in the last post:


Now I'm working on the Staff for the player character to use:


This is only a pretty early block out and has been through quite a few designs already, but I like the curling tendrils running up around a crystal. The shaft of the staff will be much more gnarled and branch like, quite similar to Gandalf the Grey's staff. This kind of staff has nature in mind as well as the new ability the player will have in the game which is the ability to cast magic, hence the crystal on the staff, but it can still be used as a melee weapon. The crystal also mimics the crystals present on the Bark Basher (the final boss character of the demo) so a theme is present throughout.

Once the staff is completed and the dissertation handed in I can begin working on some of the environment props and start playing around in unity with the particle effects and shaders. Oh, and start texturing the characters and weapons. The next few weeks will be when (hopefully) something resembling a game begins to form and that's when it really gets interesting.

Thursday, 14 February 2013

Fae Handed Over

Last you saw of the Fae was the completely low poly model. Since then I have unwrapped it and created a high poly mesh in ZBrush.

As this is only the second time I have used ZBrush I was pretty pleased with the results, the high poly looks nice and I got across pretty much everything I wanted to in the model. I have yet to project the normal map on to my low poly model, but I cant foresee any problems as I have done pretty much everything the same as I did for the Centaur.

My current ZBrush technique is to stay with the standard red wax shader (which I know many pros don't like) and make the details more defined than I would intend for them to be on the final model. I then add the standard material to it as it will hopefully give me a better idea for how strong the final normal map will be.

So here is the ZBrush sculpt in red wax and standard materials:





Now that has been handed over to one of the riggers I can slow my work pace ever so slightly as the two characters which I needed to produce quickly have been made. Now I need to produce the weapons and any other props that are needed for animations quickly so the animators don't have to wait for me. After that I have a bit more freedom with what I can do, I will probably work on some more props, do any unity stuff that needs doing and then texture the characters while the designs are still fresh in my mind and the animators that want to work with textured characters can.

So now I have begun my longbow. It has only been blocked so far but here is a screenshot anyway:


The bow will be made mostly out of ice as the Centaur's that inhabit the ice areas of the game will be using them (hence the Centaur being used for a size guide). It's a longbow which means it is very big, and I was surprised during research as to just have large they are.


Monday, 11 February 2013

Completed Fae Low Poly

So the last time I posted I had just started the fae model. Now it's finished!

It's been a bit of a rush, especially as the design has changed a few times throughout the development, but with help from the team I think we got a much more interesting design than we initially planned. Which is great!

Here is the low poly as it stands:


The planes around his head and shoulders as well as the legs will be vines or leaves coming off the body. I think the design is much more interesting to look at now than the original design, which is great as the player will be staring at this character quite a lot.

If I had more time and some more polys to play with I would have liked to have emphasised the vines and bark detail more, but this will hopefully come across much better in the high poly sculpt.

I have now passed this model on to the rigger, Joe Hornsby who will begin to rig it as I unwrap this model and make the high poly mesh. I will then hand him the new low poly which will be unwrapped once I have completed the high poly so he can skin that to the rig.

Sunday, 3 February 2013

Fae Time

With the success of the Centaur model I have immediately moved on to the Fae, the player character.

I don't think the design I have for the Fae is as strong as the Centaur was, so that starts me off at a disadvantage, and I have only 8 days to model the low poly, unwrap and then produce a high poly model so time is of the essence.

As of now I have 5 days left, a very scary thought, but it should be achievable.

Here is the low poly as of now...


Some major changes have been made since pre-production, the legs for example have been made into a much more animal like leg as opposed to the very sharp angles I originally had in mind. This was because when I started modelling it I found the design didn't work at all in 3D, so I had a discussion with the team and decided these legs would be best.

Another thing that's changed is the head, which I'm quite pleased with, the original horns we're a nice idea but I think this design works much better and should look good when it's all finished

That's all for now I'm afraid, I'll keep you posted on changes to the Fae and I will get round to writing some more tutorials and reviews on my other blogs once I get past this rushing stage of completing the characters, I already have some in mind I want to do.

Wednesday, 30 January 2013

Centaur Model Completed

I have finished the low poly model and the high poly sculpt, yay!

I made a few changes to the low poly which included reworking the feet which I was never happy with, after some ideas from other members of the team we came up with a better way of doing it which involved more crystallised ice.

This pushed the poly count to 8000 which the art director said was good amount as the original poly count was 7500 but with some leeway as the centaur is more like two characters rolled into one.

I then took the centaur into zBrush, sculpted the high poly model, then turned it back to subdivision level 1 and imported it back into 3Ds Max to save some of the sculpted detail then with some small tweaks I had a finished low poly.

I just want to use this opportunity to say how much I love zBrush, I used to mock it for having such an unintuitive interface and horrible controls, but after spending a day getting into it then it begins to make sense, I cant wait until I can use it again.

Anyway, some images, here is the low poly:


Here is the high poly zBrush sculpt which I completed within a day, the same day I began learning zBrush (time is short people):



This is what the character looks like currently in Unity with the normal map applied from the high poly.


Some tweaks need to be made, I believe the normal map needs turning up a considerable amount in unity for instance, but this is what the model looks like when just imported and had the normal map slapped straight on it. The projects gone pretty well so far, lets hope I can keep it this way as I begin working on the player character model...

Saturday, 26 January 2013

Low Poly Centaur

I believe the low poly of the centaur is finished, tomorrow I will hand it over to the riggers and animators to give it a once over to look for any final changes that might need making such as edge loops.

There will not be any more major changes to the design and the topology will remain largely the same, after this I will be unwrapping it and creating a high poly model.

The model currently sits at 7,413 polys which is within the 7500 limit set.

Here some pictures of it:






I've rework some of the topology and redid the hair to make it tidier. There are still some tris that need cleaning up where I have meshed some of the pieces together but other than that it should be complete.


Wednesday, 23 January 2013

Enter the Centaur

Ok, so it's only been a few days since my last blog post, but I feel like I've done so much between then and now that it was worth another blog post.

I've still only been working on the Centaur due to the schedule and I have until Monday to get the low poly done, unwrap it and hopefully finish the high poly model for the normal map.

For now I am close to finishing the low poly, there are some changes left to do such as making the ice feet and the ice hand fade out from ice to skin in a more natural way and I need to get the hair working, which I will probably start again as it is getting quite messy...

But anyway, enjoy...





I have tried to keep the topology tidy and useful as well as keeping the polygon count fairly low as I have a limit of 7500 polys for the character 


The hair has been an interesting challenge for me as I have never done hair before, except on the Mongolian warrior I did last year which was just a block of hair, so it has been a great learning experience for me. Saying that I am going to redo the hair as I could make it a lot tidier and reduce the poly count by a considerable amount now that I know what I am going for.

The alpha maps for the hair was done using a technique in which I used the hair and fur modifier to render out an alpha channel of the hair. I was recently shown this technique and found it extremely useful so I will hopefully get round to writing a tutorial on how to do that over on my tutorial page.


Sunday, 20 January 2013

Final Year Project Is A Go!

So, the time has finally come, the final year major project production has begun. I'm so glad to be out of pre-prod and into production, I thought pre-prod turned out okay but I much prefer production as that's where my passions lies.

So the beginning of the production is pretty hectic for me as I have to get two characters and some props in to riggers and animators so they can begin their work. We've timetabled it all in around each other and if things go to plan it should work out perfectly but it does mean I have less time to tweak if anything doesn't go to plan. Still I'm hopeful for this and I'll be working pretty hard on getting these done in time.

The first two things I need to make are the characters, the Fae and the Centaur, as they need to be rigged and sent to the animators as quickly as possible so we can get the animations in game. As the Fae's rigger will be rigging the dragon first I am making the Centaur to begin with so that can be rigged straight away. Then I can hand the Fae over as the dragon has finished being rigged.

So there's the plan. I have until the 28th January to get the centaur modelled and hopefully unwrapped before I pass is on to get rigged, if it is not unwrapped within that time I can quickly unwrap it before it gets skinned.

Here is where the Centaur is so far:





It's far from finished, the head especially needs work, but I have been trying out a new workflow where I switch between 3Ds Max and Mudbox constantly throughout the modelling. I used 3Ds Max to get the shape right as well as smaller details and topology work and then switch to Mudbox to get the forms right and sculpt in details. This method has proved very useful so far so I'll keep using it for now.

I'm going to be working with the riggers and animators closely and taking all their feedback on board especially when it comes up topology but I have spent quite a bit of time so far in trying to get nice flowing edge loops and making sure it will deform correctly.

Things seem to be doing well so far, any luck and we might have a half decent game by the end of it.

Friday, 4 January 2013

Christmas Pre-Production

Hope everyone has had a good Christmas and you're having a great new year.

So, with just over a week left of pre-production things should be a rush, and I do have plenty to do, but I think being at home means it hasn't quite hit me yet. Especially as the first hand in the business studies is in this week as well. I should be on top of everything though, I'm sure it will come together.

As the beginning of production is almost here my excitement is rising about the project and seeing everything come together from different members of the group is giving me a great sense of scale and seeing everyone putting so much effort into the project is making me feel like we could do what we've set out to do, maybe even more.

But on to some of the work I've been producing, some of it I'm quite pleased with, it's not great, but it's a weakness of mine so average works for me.

I began by doing a digital paining of the player character's head. It's a new style of painting for me, using a low opacity brush and building it up to darken it, creating lighter and darker spots. Nothing special, I quite liked it.



I did a quick Mudbox sculpt as I've met with some success using the different basic meshes to get my idea across. I'm still no expert at sculpting and I generally like to start with a 3DS Max model and sculpt in the form and detail, but to save time I just try to manipulate the mesh as best I can in Mudbox which is quick but I sometimes struggle to get across what I want.



I have a WIP of the Fae's turnaround, it has the proportion there so that other group members to can use it for their work, but this is top of my priority list atm, along with the centaur turnaround. I want to add a three quarter view to the turnaround if possible but it's not essential for it to be a working turnaround.


Finally for the Fae I have begun my maquette which acts as a final art piece for my character, this is still reasonably early in development with the shape and forms still being worked on, but it shouldn't take too long to finalise.



I also did a sculpt of the centaur by taking the basic human mesh from Mudbox and a downloaded horse model from the Mudbox store into 3DS Max, cutting them up a bit and then meshing them together before bringing them back into Mudbox to sculpt. I quite like this as I sculpted the muscles from memory as I have been doing a fair amount of anatomy research but having the basic proportions there from the initial basic models certainly helped no end.




I can use these sculpts to get a good feel for how the model will work in a 3D space as well as help me to get the proportions right when it comes to producing the turnaround and producing the final 3D model. As character proportion are what usually let me down (just look at my Thor character from earlier this year) these will be invaluable in ensuring that I produce a high quality work that will do the game proud. Well I hope that's the case anyway...

There's also the beginnings of a turnaround from the centaur here:


I have also begun the centaur maquette but as of now it is still only half covered in sculpting clay and the forms are far from complete, so watch out for the centaur maquette coming up soon.

Considering how much time I've taken off from Christmas and New Year to see family and friends I was concerned I hadn't done anywhere near enough work, but it seems that the time I was working was actually productive so I don't think I've fallen behind too much, I should have it under control and some hard work over this last week should secure it. So lets bring on production, I can't wait!


Saturday, 3 November 2012

Specialist Animation Project Part 1 Complete

So it's been a little while since I updated my blog, this is due to the rush to get this first assignment in and then sort out a 10 minute presentation for the next day, so things have been a bit hectic. But it's over now, it turned out well and I get to have more of a laid back week now, which I could really do with. Well probably not...but it's nice none the less.

Anyway, enough babbling, time to show what I handed in for Spec Anim 1.

First off there was Mjolnir, Thor's hammer, and Loki's Sceptre. I already posted up the basically finished screenshots but now I have some with proper lighting as well as turnarounds so here goes.

Mjolnir, 379 Polys:





Loki's Sceptre, 655 Polys:






The image renders are quite low quality, I do apologise but these were screenshots as I went along rather than final renders. Hopefully the turnarounds will turn out better.

Overall I was quite pleased with the props, I think they came out at a decent quality even though I felt I could have improved on them quite a bit given more time, but I need to get into the workflow of producing things faster so this was a good practice for me and I'm happy with it.

After we had produced these we had to model and unwrap a a character that went along with the props, and I'm afraid this is where my work goes downhill. I would claim it was getting used to Maya or something, but I think it was my own fault, I rushed into the character way to fast without getting the basics down and this had a pretty bad effect on my model, I managed to improve some of it, but I fear the damage was already done.

In my haste I appear to have submitted the screenshots without making a backup for myself...smooth...but they were only basic renders anyway as we haven't textured the character yet, but I still have the turnaround so here you go.

Thor, 6813 Polys:



It's not all bad, I was quite pleased with how the face turned out, even if it doesn't look much like Chris Hemsworth (The actor who plays Thor in the Avengers and Thor movies) I still like how I managed to get a level of detail out of the face I haven't been able to previously. It's all learning and everyone has their bad pieces of work. No point in hiding them and pretending they didn't happen when you can learn from these moments.

Just to touch on the presentation as well. The feedback I got from the tutors seemed promising, especially as nerves usually get the better of me during presentations. I think I was pleased with the quality of work I had in the presentation so I didn't feel as nervous about presenting it. The presentation was to pitch the idea we have for the final year dissertation, mine was titled 'Aesthetics as Metaphor: A Study of Embedded Narrative' which is a study of environmental storytelling and how subtle background cues can influence how a play experiences and game and what emotions they can evoke.

If I feel confident enough I will post my dissertation on here for people to read, but I've never been a very strong writer so we'll have to see how it turns out.

Thursday, 25 October 2012

On to Specialist Animation Week 3

Week 3...the final week...for the first part of this project anyway.

I've mostly textured the two props now, which was expected to be complete by the end of the second week, so not too bad timing there. The 3rd week we need to light and render them as well as modelling a character, this is where it gets interesting.

First off though, here is Mjolnir:



And Loki's Sceptre:



Things are turning out quite well if I do say so myself. Although this is where things begin to get difficult. I've never been great at characters, and I have to make it in Maya by Wednesday, so less than a week. Not to mention the rendering coming out with some very weird results. I also have a presentation which is due either this Wednesday or the week after. Here I will be presenting my study of how visual themes effect the narrative of a game and pitch the idea for my dissertation.