No kidding this term heated up realllly fast!! Even with rigging and game creation being relatively light I already feel like I usually do around week 6-8. Don't get me wrong its an awesome term so far and I am really learning a lot but wow I am a little scared of how tough this term is going to get.
I am still merging texturing for games and environment for games this week so I am working through my hero props and some tillable elements too. I have around half of my high poly props modeled so far so another week and I should have almost all of them done yay :) We are now using a set texture resolution of 512px per meter. This actually makes UV'ing very different where the size of each uv'd piece is already determined so you just have to find a way to fit them on one tile. This really satisfies my spatial awareness OCD.
In environment for games we moved onto tillable textures on repeatable items like architraves or floor moldings etc. This is one I did in class, using a mouse in Zbrush is a real pain :p but it was a useful exercise.
These next 2 things are for my environment final. I am pushing the concept to include a more damaged falling apart castle with some Lovecraftian themes. Ultimately with the environment work we do next term I want to set this castle overlooking the ocean. In my narrative the castle is owned by an obsessive rich recluse, researching the Necronomicon. This will make it easy to use the pieces I build this term to fit the game environment I built last term.
Rigging is going slow and steady. Our class seems to be quite far behind the other class taught by a different teacher but I like that we are taking each step very carefully. I am really starting to understand the fundamentals behind how each part of the rig is put together.
Creature modeling this week was 3 busts for predator creatures that are air, sea and land based.
This first creature is a flying jellyfish type creature that breathes in gas, from natural vents in the earth, to inflate its body and allow it to fly in the air where it waits for unsuspecting prey to latch on to and then drain of its blood!
This next guy is kinda inspired by The Shadow over Innsmouth in the sense that I was listening to the audio book while I was sculpting it.
This last one gave me a bit of trouble... I just couldn't get any shapes that I liked. Then I got something that looked kinda cool and I ran with it and pulled out some shapes and before I knew it I had a dragon.... the one thing our teacher told us to try and stay away from :p oh well I kinda like the look even if it looks a little dragony.
Animation was pretty easy we had to pick a character archetype and using the rig we have for class come up with 5 poses. I am going with a prideful but angry character kinda like Vegeta from DBZ. So to me that means controlled, superior and aggressive posture.
Lastly for game creation 1 we played around with physics objects, collision and basic importing at the right scale. Then for homework I built a Rube Goldberg machine. I still don't know how to export animation from unreal but its only a very basic set up where you push a ball which travels up a lift into a cannon and then is shot into a sign that pushes a balloon onto a pin which bursts and drops a little banana on a button that releases 100 giant bananas! yay! Honestly that was really fun and quite relaxing compared to the other stuff we are currently working on.
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