Friday, November 18, 2016
Weekly 12 - Finalized Portraits
I finished the portraits for the two main characters. We've decided to cut the game down further so we might not make portraits for the bandits and revise the script accordingly. I will be adding additional portraits for facial expressions (I'd like to have an angry, annoyed, happy one, but it will be dependent on our revised script). Animation is my next top priority so that is what I'll be focusing on for the next update.
Thursday, November 10, 2016
Weekly 11 - Finalized Portraits WIP
This week I am revisiting the dialogue portraits. I decided to reference my concept art from a while back because I realized it had the pose I was looking for. I'm pretty slow at digital art and lineart isn't my forte so it's been taking me a while, but all I need to do is Finnian, Isa, and two bandits. I'd like to have them all done by next week.
I've also gotten all of the mocap data out of Motive and into Motionbuilder. There were quite a few track data errors sadly so there will be some necessary cleanup.
Last weekend we met up with our group (Vinna Chan is joining us to help with the UI) and decided we wanted to alter the scale of our game in order to finish this by the end of the year. We will decide then whether or not we will want to further pursue this or leave it as a demo. We've scaled it down to just creating a tutorial level with basic combat introduced.
By next week I'd like the portrait art all done and, if I have time, I will need to create the weapons for the characters (broadsword and shortbow).
I've also gotten all of the mocap data out of Motive and into Motionbuilder. There were quite a few track data errors sadly so there will be some necessary cleanup.
Last weekend we met up with our group (Vinna Chan is joining us to help with the UI) and decided we wanted to alter the scale of our game in order to finish this by the end of the year. We will decide then whether or not we will want to further pursue this or leave it as a demo. We've scaled it down to just creating a tutorial level with basic combat introduced.
By next week I'd like the portrait art all done and, if I have time, I will need to create the weapons for the characters (broadsword and shortbow).
Thursday, November 3, 2016
Weekly 10 - Modeling + Texturing finalized, Mocap
This week I spent my time refining my existing models and textures. As per the advice I received last time, I made the warrior's armor a big bulkier on his hips and legs to match his bulky shoulder armor and gave his hair a couple of loose strands. I also added a very simple texture to him in order to give him a bit more shape, though I want to keep it simple in order to retain a simplistic cute style and avoid texture hell. Along with the warrior, I've updated the archer's textures and mesh as well.
We also got a lot of mocap data for our game (thank you Karissa for getting in the suit!). Earlier this week, I've been patching it up all up in Motive and Motionbuilder. We have a ton of clips (over twenty!) so I've been slowly chugging out fbxs, however it's going to take me longer to clean up the animation since it's not my strong suit. Sebastien has been helping out with rigging while we get the clips cleaned.
Next week I would like the portraits completed for the Warrior, Archer, and Bandits. If I complete that, I need to begin modeling the sword and bow props for the characters.
We also got a lot of mocap data for our game (thank you Karissa for getting in the suit!). Earlier this week, I've been patching it up all up in Motive and Motionbuilder. We have a ton of clips (over twenty!) so I've been slowly chugging out fbxs, however it's going to take me longer to clean up the animation since it's not my strong suit. Sebastien has been helping out with rigging while we get the clips cleaned.
Next week I would like the portraits completed for the Warrior, Archer, and Bandits. If I complete that, I need to begin modeling the sword and bow props for the characters.
Warrior Finnian |
Archer Isa |
Mocap hell |
Friday, October 28, 2016
Week 9 - Archer Modeling + Texturing
This week I've been working on the Archer model. Building off a slightly altered base mesh from my previous work with the Warrior, I've modeled, UVed and done basic texture work for the Archer. I've been working on the uniform design, hopping back and forth between my Warrior and Archer to make sure their design is somewhat similar but contrasting enough. I like the additions I made to the Archer and would like to implement some similar design aspects back to the Warrior.
On Friday after 493 I'll be going into the mocap room to capture my animations! The animations range from a variety of battle stances to emotes (a total of 14 emotes). I will be directing the mocap work while Sebastien (programmer) will be in the mocap suit.
By next week I'd like to make alterations to the models + textures based on previous critique, work on the portraits, and clean up the animation to be brought into UE4.
On Friday after 493 I'll be going into the mocap room to capture my animations! The animations range from a variety of battle stances to emotes (a total of 14 emotes). I will be directing the mocap work while Sebastien (programmer) will be in the mocap suit.
By next week I'd like to make alterations to the models + textures based on previous critique, work on the portraits, and clean up the animation to be brought into UE4.
Thursday, October 20, 2016
Week 8 - Warrior Modeling + Texturing
I was able to meet my goal for this week, which was to have the warrior completely modeled and textured. The base color is all I have currently though, I intend to include specular map, metallic map, etc as well but I need to look up how to do that in 3D Coat since all I've done up until now is diffuse only. Each character will have their own unique head (the one I have right now is Finnian), however the body will be the same. Below are what he looks like within 3D Coat and UE4 respectively. I've also linked what we have for our game so far, which includes basic dialogue and placeholder portraits I made last week. On a programming aspect, the player controls are mostly done and the AI is the current priority and still in the works.
Next week I would like to have the Archer started and / or do the finalized portraits.
Next week I would like to have the Archer started and / or do the finalized portraits.
Friday, October 14, 2016
Week 7 - Warrior Modeling + Portraits
I've begun modeling the armor for the Warrior class. I'd forgotten how tricky it is to model armor so it's taken me some time. All I need to do from here is finish modeling the arm guards, belts, hair, and weapon and I can begin UVing / texturing.
I'm kind of bouncing around what I'm working on due to what my programmer is asking of me. This week he wanted to implement dialogue so I began working on portraits for the two first characters introduced in our game. They are placeholders for the moment until we settle on a design choice, but I've captured the general idea we're going for.
Next week I'd like the Warrior to be modeled + textured. I'd then be moving on to either more plished portrait work or beginning the Archer.
Armor References:
I'm kind of bouncing around what I'm working on due to what my programmer is asking of me. This week he wanted to implement dialogue so I began working on portraits for the two first characters introduced in our game. They are placeholders for the moment until we settle on a design choice, but I've captured the general idea we're going for.
Next week I'd like the Warrior to be modeled + textured. I'd then be moving on to either more plished portrait work or beginning the Archer.
Wireframe WIP |
Portrait Concepts |
Portrait Sketch (Finn) |
Portrait Sketch (Isa) |
Armor References:
Friday, October 7, 2016
Week 6 - New Project + Critique
This week I've been working on the game I am co-creating with Sebastien Hutt. The title as of now is Rally! I've mainly been working on our game doc (it's 6 pages right now!) and modeling the base for our units. On top of that though I've also being doing a lot of other misc things with the project such as designing levels, props, outfits, UI, etc. Sebastien is handling all of the programming within UE4 and also creating placeholder objects (since characters are a priority but also take the longest).
The base model is done. It's mainly for proportions, a good chunk of it will be deleted once the clothing is added. The face will also use animated textures so no need for facial geometry.
I also received critique from a Slack group I'm a part of called the Handpainter's Guild, filled with lots of talented and friendly low poly / handpainted texture artists. She was super helpful and even drew on a screenshot of my model to point out some areas I could improve upon (and wow, did she really make him look stunning!!). I'd like to go back and add these changes, but it may have to be in my free time since I will have to work a lot in the upcoming weeks to crank out these assets for our game!
The base model is done. It's mainly for proportions, a good chunk of it will be deleted once the clothing is added. The face will also use animated textures so no need for facial geometry.
Do they got a booty |
They dooooo (kindaaaaa) |
UVing actually took less time than usual |
Warrior and Archer outfit design + Body proportions |
Intro level design + Asset concepts |
Game progress by the talented Sebastien |
I also received critique from a Slack group I'm a part of called the Handpainter's Guild, filled with lots of talented and friendly low poly / handpainted texture artists. She was super helpful and even drew on a screenshot of my model to point out some areas I could improve upon (and wow, did she really make him look stunning!!). I'd like to go back and add these changes, but it may have to be in my free time since I will have to work a lot in the upcoming weeks to crank out these assets for our game!
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