Friday, 11 December 2009

Nearly finished

Here are a few renders from Maya for the game environ, the final environment will all be in the game by Monday morning and the final character texture shortly after. I have been having problems with the exporter again so that is another headache for the weekend, it should not take me very long hopefully.

Lee has nearly got all the game in there now with just the final room spawns to sort, we have other touches we would like to add such as an intro and outro screens. These will be very simple though due to the time restraints.

On Monday we are going to record some last minute sound which lee wants to add maybe over a Christmas, ideally the game will be totally finished by the beginning of next semster.

Here are some screens of the environment;

Friday, 4 December 2009

Texturing

I have been texturing the enviroment and so far so good, I need to get htis done asap so I can finish the characters. Anyway here are some screen shots from the game :D


More & more

Ok firstly I have added more detail to the Unknown, just need to added the finer details and he will be ready for texturing.



Wednesday, 2 December 2009

Texturing and the Unknown

I have started to texture the environment and the characters for the game and so far it is going surprisingly well, so well in fact that I think by Friday the environment will be pretty much done. I am also well on my way to getting the characters done and as they are only 512 textures I am not being sucked into a tonne of detail.

Unlike this character.....

I have added more detail to the cloth thanks to some good advice from Gordon and I have added more weight to the face plus the cigar (which needs to be sculpted). I also need to finish the boots and wrist guards before adding in the fine details such as facial wrinkles and stitching/texture to the fabric but so far so good. One last thing is that i do intend to have a play with alpha hair in the some form on him, maybe a soulpatch or big sideburns lol

Thursday, 26 November 2009

Basic animations done....

I have, at last, finished some animations for the game. It took me a few attempts to get the rigs done due to my lack of knowledge but it is safe to say that I am now considerably better than I was, doing the animations was fun although they are scrappy and definitely not Pixar but for now they will do. The biggest problem was getting them exported from Maya using the FBX exporter, it took me longer to do that than actually rigging them or animating them....

I have also set up some lights to bake the shadow detail into the texture maps for the level, once they are baked out I will use them as a reference to complete the texturing before re-baking them into the tenure maps next week.

Tuesday, 24 November 2009

Just words

Over the last couple of days I have been rigging, not just one rig but 3!! Two are for the game project and one is for my 3D animation project, to be frank i really do not enjoy the rigging process but I do enjoy the animating part so from a workflow perspective this is the part fo the project (rigging) is the low point. I think this has something to do with the key fact that it is quite technical and requires the structure to be done in the exact order with very little deviation.

Over the next 2 days i will get the animations done and passed to Lee to be placed in the game so I can get teh lighting sorted for the level, the plan there is to get this done by Friday evening or saturday morning and bake the lights out over night on more than one machine.

On another front the audio is coming along too thanks to Stuart Wilson, we so far have ambient effects, gun fire and some tension building music. We are all working on the script for the characters too to add some life to proceedings, I will need some actors for that!

Saturday, 21 November 2009

Retop and Normals

Here is the NPC with the Normals applied ready for placing into the game, well apart from the texturing and animations. The mesh is just under 2,600 triangles, I could as always add more but I am conscious of keeping it low at the mo until we know what the game can throw around and if we can add more I will later.

Tomorrow I will make some adjustments to the player controlled character such as more detail and a higher rez mesh.