So yesterday Ethan had me work on creating a splash screen for the game, along with a level complete and game over screen. I'm not going to upload all of the variants, because those mostly tie into options for different key bindings, but these were pretty easy and fun to put together.
Lauren McKenna Animation Daily Update Blog
Monday 28 November 2016
Tuesday 22 November 2016
Monday 21 November 2016
22/11/16 - Production Studio (Interactive) - Character Animation (Update)
Falling |
Running |
Idle |
Jumping |
Landing |
Character animations are done!
I actually had these more or less completed on Friday, but I needed to do a few small tweaks and it took a little to gif these, since to start I forgot to add lighting when I rendered them all out. We're not sure if we're going to get these actually implemented into the game in time, but I'm pretty proud of these, really. If I'd change anything, I might make the idle a bit more noticable - I was going for a subtle breathing effect, but maybe it's a little too subtle.
Saturday 19 November 2016
20/11/16 - Creative Studio - Interactive
I wanted to try show off the potential body of the zoetrope in an interactive 3D model, and so far using a third party site has been the only way I've seen to do this. Thankfully Blogger likes embed codes.
Thursday 17 November 2016
18/11/16 - Production Studio (Interactive) - Character Animation
And we have motion! I've been fairly stubbornly chipping away at the character animations - so far run/walk, idle and jump are for the most part done - jump I'm a little unsure on, due to not entirely knowing if I need to split that into three parts or not yet, so we're tossing around a few versions while I figure that out.
I can't really show you many of them yet, but there's a hint of what the run loop looks like - however since making this gif, Ethan showed me a neat trick to make the model look even more lowpoly and faceted, so I'll hopefully get a few more gifs made next week, so I can actually display my work. We also need to actually implement these into the game - something we don't actually know how to do yet.
I can't really show you many of them yet, but there's a hint of what the run loop looks like - however since making this gif, Ethan showed me a neat trick to make the model look even more lowpoly and faceted, so I'll hopefully get a few more gifs made next week, so I can actually display my work. We also need to actually implement these into the game - something we don't actually know how to do yet.
Monday 7 November 2016
08/11/16 - Production Studio (Interactive) - Character Model (Update 2)
So over the last week I've been working on textures!
It's taken a lot of revisions and fussing because Maya wasn't cooperating the way I wanted it to, and I wound up just using the automatic texture map, but it's come out fine.
I also started on the character rig today, and hopefully I'll get that completed tomorrow, so I can get onto working on the character's actual animations.
It's taken a lot of revisions and fussing because Maya wasn't cooperating the way I wanted it to, and I wound up just using the automatic texture map, but it's come out fine.
I also started on the character rig today, and hopefully I'll get that completed tomorrow, so I can get onto working on the character's actual animations.
Sunday 30 October 2016
30/10/16 - Production Studio (Interactive) - Character Model (Update)
Guess who's got two thumbs and totally forgot to put updates on the progress of the model on here? This kid.
So in update - the model's complete!
Now it's onto rigging, texturing and uv's, and then animating.
All the stages I'm not at all good with. We'll see how this goes.
So in update - the model's complete!
Now it's onto rigging, texturing and uv's, and then animating.
All the stages I'm not at all good with. We'll see how this goes.
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