Saturday, February 22, 2014

Got the texture onto our little playerbot friend. I brought the sunbot into unity and got the texture working on him after a few snags.


Theres a bit of a strange issue when I brought the texture out to a .tga. It made the colors look a little funny and over-exaggerated the watercolor effect I was aiming for. But I think this is a good start for the texture.



We want to try to create the textures for the whole game using actual watercolors, but we'll see how that pans out after this week's testing of it. Next up to consider is how Im going to be setting up the playerbot's rig. I've animated in 3d before, but not in maya, and not really with something that didn't use a bipedal rig. I've been scoping out possible ways to do this, but I think Im going to reach out to some people for help on it since I'm new at the subject.
Let's hope it goes well! See you next week

Friday, February 14, 2014

Character Progress

Hello,

This week I finished off the first pass of low-poly model for the player-bot. It's not texture yet, just put some quick material color on it in Maya to test out a base of how the colors would work together in 3D.


Here's an image of what the model looks like in game, to get a feeling for how much can be seen. Because we're thinking of having the closeness of the camera vary from level to level (depending on how much the player needs to see of the level at once), I feel like this much detail in the model is good.


The enemy character model is on it's way, still trying to figure out how to match the thickness of the model with the thickness of the legs. Need to push the legs a little more so they look more sturdy. The enemy needs the legs to be able to land sturdily on the planets and to collect energy.



Part of this week's work is research into setting up a rig for the main character for animation, which should be interesting; it'll be a learning experience for sure since I've only ever made rigs for bipedal humans and never 'vehicle-like' things.

Friday, February 7, 2014

Main Character



This week, I worked on creating the low poly for the main character in maya. The focus was mostly on making sure the polycount was relatively low (aiming for less than 1500 tris), and making sure everything fit together nicely and worked outside of the concept art.



Some of the comments we got on the art in our project was to make sure our characters had good potential for animation. Because the screen of the game is relatively small on tablet, we won't see the character very up close and their actions are going to help sell the game even better. This weekend Im going to put together a test character for our programmer so she can see if the animation for controller the shooting direction can be done through programming rather than on the art end.