Friday, 27 March 2015

3D Maya low poly Trex:


I started out with the same box method that i used for the low poly boy, and extruded the edges in the same manner once i reached the neck.


Once i reached the tip of the tail, i created an edge loop around the base of the thigh, and began extruding the limbs out, before proceeding to map the UV's in the exact same way as the Maya boy.

Thursday, 26 March 2015

Life drawings:






Just a small selection of aquired life drawings from the last two terms, while i have A LOT more to post, these are currently the only digital ones i have due to lack of a decent camera, and the computer the others were stored on after borrowing a camera died, i will retake pictures and add the others once i manage to borrow a decent camera again.


Unity HUD:


I began by doctoring a section of Reece's menu border, in order to create some coherency throughout the game, into a Healthbar border in photoshop. I created a canvas on the main camera within Unity, and after turning the border into a sprite, attached the border to it.


I then duplicated Reece's score counter, and reformated it to read out the players health and attached this through parenting to the border, i did the same for the grey background to the healthbar.


I duplicated the health bar background, and turned it green for the moving component of the healthbar.


I created a mask on the grey background, so that when i wrote the script, which would move the healthbar along its X axis, the portion of the green bar protruding to the left would be invisable.


For the coding itself, i followed a youtube tutorial which used a formula to determine a -10 to 0 to +10 scale along the health bars length, using 0 (the furthest left edge of the bar) as the starting, full health position, -10 as the fully depleted, dead position, with 10 being the overal length of the bar indicating full health when the bar was at 0. This was paired up to Georges health scripts where a value of health between 0 and 100 would correspond to a value between -10 and 0 to determine the bars position. I also added the color change of the bar, so that as the health moved between 0 (full health) to -5 (50% health) the green value of the bars RGB would stay at 255, while the red value would climb from 0 -255, then once the player fell below 50% health, the red value would remain at 255, while the green value would fall from 255 - 0, creating the transition from green, to yellow, to orange, to red according to the proportion of health lost. i linked the text element of the health bar and resulted in a health bar that would fall and rise as the player lost, and then regained health, along with matching numerical feedback, and colour indicator.

Maya Directx11 shaders:



By going into settings/prefferences > Display settings we enabled directx11.


Using the hypershaders to proceed to texture the provided prefab alleyway scene via photoshop.


2D Anthropomorphic Frog:






After spending some time researching exotic frogs, i settled on using the one of the poisonous breeds native to central and south America, and quickly decided to turn him into an Aztec or Mayan character to play on this, following my holiday last summer to Mexico where i visited the Mayan temple ruins of Chichen Itza.


My final design, simply placed onto a grey background to start with.


The colour scheme i originally set out with, however, i knew early on that the character would blend in far too much with any jungle background i set him against.


Adding more details to his equipment and clothing while i contemplated color schemes further.



Even after adding details, i was still concerned about loosing the character to the background, so i decided to paint a second color variation.


This time i used reference of a poison dart frog, while i prefer how the differentiating colors draw him away from the background, i am still undecided as to which variation i prefer. I used a speckled brush to create the pattern on his skin.



I added tree bark textures to his perch for both variations to finish it off.

2D Steampunk:



Despite being a bit of a steam punk fan already, i began as usual with looking up some reference imagery in order to create a mood board. I decided relatively early i would go down the Victorian steam punk line, rather than the Wild west.




Unfortunately, at the moment i have been unable to spend any more time on this task, and she has dropped on my priority list as i struggle to make up time due to the death of my old pc and awaiting its replacement, but here is my favorite sketch so far.
2D lava Monster:


My base sketch.


I found an appropriate background from google images and placed my sketch over the top on a second layer.



i blocked out the silhouette in a neutral tone, before adding a little depth with a basic highlight, but kept it relatively simple as i wasn't entirely sure how the following steps would obscure any highlights.


I added an FX layer with both inner glow and outer glow and went about painting in the streams of molten lava flowing between the rock formations.


Finnally i added a second FX layer with tweaked values of the two glow types for the flames crowning his head.
3D Maya low poly character sculpt:


Starting out at the feet, with the box sculpting method, i extruded faces out, manipulating the vertices to keep the shape in all views as i went up in stages. Before reaching the legs, added two edge loops, creating a double cross section across the shoe from the top down view, and manipulated the corner vertices to round the shape off.


I continued with this method up the torso, paying attention to the topology of joints such as the hips. I extruded the faces out and mimicked the same technique as the legs, for the arms, before deleting the faces out from the neck.


I created a poly cube, and used the smooth function to round it off for the head, then proceeded to add edge loops and manipulate the shape to form the basis of the head.


I then extruded the edges of the neck hole left into the torso, and merged the vertices to the base of the head, after ensuring there were the same amount of edges in the base of the neck, as were in the hole created in the base of the skull.



After a little tweaking here and there, i combined the two halves, and smoothed the mesh, before planar mapping the entire model and using the edge tool, and the cut uv's tool within the texture editor to unwrap the model.



I then exported the model as an FBX file, into Mudbox where i proceeded to paint it, finally adding the facial features, belt, shoelaces and shirt logo via the projection tool within Mudbox.

Monday, 23 March 2015

Group project:



After the group decided on a general idea and theme for out flight based shooter, i proceeded to create a rough storyboard to outline the events we wished to implement.



We then separated the individual elements of the game, and assigned each aspect to a member of the team, i drew the design and creation of the enemy's, and following a group discussion, we decided on a somewhat Giger inspired, bio-Organic Alien theme, a hybrid of flesh and machine, in order to create some dissonance between the human factions ships/space station and the enemies attacking them.








After several attempts to do some 2D conceptual ideas, i decided i was finding it to difficult to put the clear, but complex visions i had in my head to paper, so proceeded to jump into 3D in Mudbox and begin sculpting, keeping my visions, as well as conceptual designs done by George, firmly in mind.






THE ABOVE 4 IMAGES ARE WORK AND PROPERTY OF GEORGE BURCHMORE AND ARE NOT MY WORK, THEY HOWEVER FACTORED INTO MY LATER WORK.



Starting out from a simple sphere.


Using the grab tool i went about making the general shapes of the ship, using a sphere for the cockpit area, the main body of the ship, and the lower jaw of the cockpit/head.



Once i had the three basic components pulled out and arranged i re-topologised each section via the Mesh > Retopologise tool.



I then went about adding details, using tools such as sculpt, knife, wax, bulge, flatten and smooth, slowly adding layer upon layer of detail.



Once i had most of the detail in, i added some texture into the fleshy areas and the bone/armor plates using some of the standard stencils included with Mudbox, and the sculpt tool.



I created a very basic engine design in Maya, and exported this into Mudbox to attach to the ship.



The final sculpted model.


Once i was happy with the model, i exported 1 copy at full subdivision level, and one copy at the lowest division, both into Maya to create my low poly version for the game.

I used Maya to automatically map the low poly version of the ship.


Setting the low sub division level as the target, and the high as the sources, i transfer mapped the details across to create the Normal maps, then exported the resulting, low poly model, along with the Normals into Mudbox once more for painting.



The final ship, with diffuse, specular and Normal maps, inside the game in Unity.



A second, smaller variation, intended as a faster, smaller, lighter hitting attack craft enemy for the final game, however due to a realization that we had to lower the overall scope of the game, it is not clear if this will make it into the final submission or not.