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These images are of my 3d model I built for a uni project. It took a few weeks, and was built in 3ds max. ...
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Today me and Andy began work on our Enemy Character for War of the Roses. Using a base mesh, we have sculpted the basic features of the char...
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Since my last post featuring my castle, I have made a dew minor changes to it to increase it realism. A few of textures were changed, aswell...
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Once the Log section of the level was complete, I set out to implement a similar set up, only with a boulder following you from behind. The ...
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Over the past week I we have been continuing work on our enemy character for the game. Working with the original model we created, I added m...
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War of the Roses 2D Platformer After lots of planning we have now began work on our 2D Platformer Project, 'War of the Roses'. Th...
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Below is my Final Motion Graphics render. It was made using Adobe After Effects.
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Over the past week I have been working on a couple of models to use in our game, and also in a presentation for a Uni module in the coming ...
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Another aspect of the game I worked on this week was a new gameplay feature within the game. It involves the character running up a slope, w...
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Here I have posted my Character Animation from my second year at University. We were given a character already rigged, and told to animate h...
Friday, 23 March 2012
War of the Roses Level Additions 2
Another aspect of the game I worked on this week was a new gameplay feature within the game. It involves the character running up a slope, which has a log come rolling down it towards him. This was done using colliders and a trigger script within Unity, that in turn activates the log at the top of the slope. The log is fixed on the Z axis, and has a script on it that will kill the character if touched. I have screenshot the new feature below.
Enemy Character Part 2
Over the past week I we have been continuing work on our enemy character for the game. Working with the original model we created, I added more detail to the Helmet, Head and Armour. The images below show my process.
Retopology
The next step we took was to retopologize the character. We split the workload evenly between us, with me completing the Helmet, Head and armour again. The related images are below.
Our next step is to import the objects into 3ds max and create the UVW unwrap for the model. We will then go onto create the normals, and then edit the standard UVW within photoshop.
Retopology
The next step we took was to retopologize the character. We split the workload evenly between us, with me completing the Helmet, Head and armour again. The related images are below.
Our next step is to import the objects into 3ds max and create the UVW unwrap for the model. We will then go onto create the normals, and then edit the standard UVW within photoshop.
Thursday, 15 March 2012
War of the Roses Enemy Character Creation Pt1
Today me and Andy began work on our Enemy Character for War of the Roses. Using a base mesh, we have sculpted the basic features of the characters face.
Using a base mesh, we have sculpted the basic features of the characters face.
Using the Masking tool on the characters head, we next created the basic shape of a helmet.
We then took to shaping the helmet based on the image parallel to it. We added a different shape to the front of it however, to make it look a little more unique.
The next was to create the basic cloth clothing we wanted for the soldier. Once again using the masking tool we obtained the basic shape of the character.
Then using other tools we shaped it to an appropriate look that we were satisfied with.
For the Gauntlets we wanted to use something similar to this reference image. We were able to create the elbow protection, and then allow it to overlap the cloth material.
We finished today's work through masking the basic shape for the Body Armour and Boots. Further detail will be added to all aspects of the model later in the week.
Using a base mesh, we have sculpted the basic features of the characters face.
Using the Masking tool on the characters head, we next created the basic shape of a helmet.
We then took to shaping the helmet based on the image parallel to it. We added a different shape to the front of it however, to make it look a little more unique.
The next was to create the basic cloth clothing we wanted for the soldier. Once again using the masking tool we obtained the basic shape of the character.
Then using other tools we shaped it to an appropriate look that we were satisfied with.
For the Gauntlets we wanted to use something similar to this reference image. We were able to create the elbow protection, and then allow it to overlap the cloth material.
We finished today's work through masking the basic shape for the Body Armour and Boots. Further detail will be added to all aspects of the model later in the week.
War of the Roses Level Additions
Using one of the platforms I created yesterday, I have added a small section to the first level. The section features to spike strips with a stack of crates in the center. There is a wall obstructing the player from continuing, so they must push one of the crates next to it to jump over.
There is also a collectible coin that can only be accessed through jumping off one of the crates.
Wednesday, 14 March 2012
War of the Roses Platforms
Today I completed three more platforms in 3ds max for the game. UVW mapping was then applied, and was then exported as an FBX ready for Unity.
The original platforms used for the demo were not separated, so I thought it necessary to be able to mix and match certain aspects of them for future parts of the level.
The original platforms used for the demo were not separated, so I thought it necessary to be able to mix and match certain aspects of them for future parts of the level.
Tuesday, 13 March 2012
War of the Roses 2D Platformer - 6th Week
War of the Roses 2D Platformer
After lots of planning we have now began work on our 2D Platformer Project, 'War of the Roses'.
The story for the Game is as follows:
After lots of planning we have now began work on our 2D Platformer Project, 'War of the Roses'.
The story for the Game is as follows:
It is 1471, and King Henry VII’s quest to regain the throne
for the house of Lancaster is about to begin. Henry VI has been executed in the
Tower of London by Edward IV. Henry VII will now begin his path of vengeance
against the house of York, and take back the throne that was rightfully theirs.
The control scheme for the game is similar to that found in games such as Mario or Little Big Planet. The player can walk, sprint, jump (variations in height), block and attack. The players speed can influence things such as the distance he can jump. Enemy AI will be introduced at a later date.
At the 6 week marker in the project we have produced a presentation stating which parts of the game have been completed, and which are yet to be done. The video has been posted below, feel free to pause and have a look at our workflow.
We have also been able to produce a demo build of part of the first level of the game. It doesn't yet feature final character animations or HUD design, but gives a clear idea of how the game is going to look.
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