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.
Saturday, 19 November 2016
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.
Tuesday, 25 October 2016
26/10/16 - Production Studio (Interactive) - Character Model
As mentioned in the prior post, I've been assigned the task of creating the player character model.
Which makes sense, seeing as it was my design that wound up chosen as the final character design?
I've been getting there, slowly. I'm really hoping to try have this finished up tomorrow, since the main body of it is currently complete, but I still need to finish the coat, the face and hair, and the hat.
Which makes sense, seeing as it was my design that wound up chosen as the final character design?
I've been getting there, slowly. I'm really hoping to try have this finished up tomorrow, since the main body of it is currently complete, but I still need to finish the coat, the face and hair, and the hat.
26/10/16 - Production Studio (Interactive) - World Building
Guess who'd pretty much forgotten that this was a thing that still needed updating?
Yeah.
So lately I've been working on the character model, and helping Ethan out with building the level in 3D, by roughing out concepts of how each area might look in terms of tree placement, lighting, colours etc.
I've done three areas, including the base beach, the jungle/forest, and the cave.
I also worked out that for the placement of objects outside of the path, the world should be broken down into four lanes (with a fifth coming into play for the forest/jungle).
In all areas, lanes C and D would be the player lanes, with the character centred along the dotted line, leaving lanes B and E for background and foreground objects respectively. When entering the jungle, the map would slowly extend out a fifth lane (A), which would create space in which to place a second lane of trees.
Potentially along the dotted line of A, for all maps, we may have an illustrated background to represent the distance, to save on modelling and time.
Yeah.
So lately I've been working on the character model, and helping Ethan out with building the level in 3D, by roughing out concepts of how each area might look in terms of tree placement, lighting, colours etc.
I've done three areas, including the base beach, the jungle/forest, and the cave.
I also worked out that for the placement of objects outside of the path, the world should be broken down into four lanes (with a fifth coming into play for the forest/jungle).
In all areas, lanes C and D would be the player lanes, with the character centred along the dotted line, leaving lanes B and E for background and foreground objects respectively. When entering the jungle, the map would slowly extend out a fifth lane (A), which would create space in which to place a second lane of trees.
Potentially along the dotted line of A, for all maps, we may have an illustrated background to represent the distance, to save on modelling and time.
Saturday, 1 October 2016
01/10/16 - Production Studio (Interactive) - Prop (Part 4)
We have models! Or a model.
3D is happening, which is saying something since I still don't understand or know what to do with the newest version of Maya.
3D is happening, which is saying something since I still don't understand or know what to do with the newest version of Maya.
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