Tuesday, 13 March 2012

plan for next week and 1/2

1- character animated and added in UDK with animations.
2- texture assets and add any bump maps and emissive textures.
3- UI if time, if not then done for final viva.

character updates

Character is fully weighted, lowered polys, added face, added armor, UV unwrapped and ready to animate.





Friday, 24 February 2012








  

 

Ingame Shots

Currently what ingame looks like



Trying out some particle effects to make it look like the mushrooms are giving off spores

Replacing brushes and placeholders with static meshes

Terrain Remodel

Now we know how the level works ive tweaked the terrain so we can get rid of some brushes and generally tidy it up and make it look more natural. Ive also started some textures for it.


Friday, 10 February 2012

Sizing

Model has been built now we just need to texture it. Weve brought it into udk to see how it looks as far as size and shape goes and we are going to have to increase its size but at least another half

Kismet

Spent a few days getting all the kismet working for the platforms, doors swapping etc.
I just have to replace the models now

Final character model - 2700 polys.  previously was 2200 for one half ! so almost cut 40% of polys out.
now on to the UV unwrap.

Monday, 6 February 2012


completely remodeled the body a few times to get the technique that suited me. This one is the best so far, but I'm still a bit rusty on character modelling.





Only the  face to finish modelling which will be done in z-brush, then texturing which shouldn't be so bad.

Forest Walkthrough





All props and textures are placeholders. This walkthrough was originally longer but i suck badly at platforming and kept dying, so i cut up the best bits and edited it.

embeds for the last 2 videos arnt working
http://www.youtube.com/watch?v=4BJ9M0yc6TQ&list=UU_9wYmLYsHuAl3qd6q23fzQ&index=2&feature=plcp

http://www.youtube.com/watch?v=PcWCeEumNzE&list=UU_9wYmLYsHuAl3qd6q23fzQ&index=1&feature=plcp

overview forest


Quick flyover of the new forest area. All props and textures are placeholders

Monday, 23 January 2012

maya: character and depth perception

 


second phase, and looking at big problems of polys


start of character building phase


having a look at depth perception of the character placing basic models in-front and behind.