Showing posts with label 3D. Show all posts
Showing posts with label 3D. Show all posts

Sunday, 15 May 2011

Screenshots




Here are a few screenshots of my game in the Unity engine. In these images, you can see the various assets I modelled and textured.

Character Animations

Here are my character animations that will go into my Showreel. These animations were split up and put into Unity, although I had a lot of trouble making them work, so Leigh helped me with the coding.

Sunday, 6 March 2011

Texturing & head handle


This is the final texture for my protagonist. I also added a NURBS circle which can control the head.


Wednesday, 2 March 2011

Enemy Characters





Here are my enemy characters, modelled, rigged and textured.

Monday, 21 February 2011

Painting Weights

Next, after adding ribs to the model to make sure it deforms properly, I tested the rig by posing my model using the handles I created. However, the automatically assigned influences of the joints have not worked properly: when the arm moves, so does the face, when the right foot moves, parts of the left foot move too.


To stop this from happening, I had to use to paint weights tool to correct the influences. This was a very tedious task and took a few hours to complete.


Once I finished painting weights, I could pose the character without any strange deformations. Now the model is ready for animation, although my final texture is still not ready.



Sunday, 20 February 2011

Custom Shader


For my 3D model, I wanted to use a custom shader to create a more stylised look. I will have to do more research into custom shaders, so I can get them to work in Unity.

I found an interesting shader in a tutorial from http://ant-online.co.uk/ and applied it to my model, along with a few changed and a basic texture that I quickly made. This will not be my final texture

Monday, 14 February 2011

Rigging


Rigging characters has always been an area that I struggle with, maybe due to lack of practise. Therefore, since it is vital that my character has a good rig, I bought a book on animating in Maya for help.

From reading this book and working on my character, I feel that I understand rigging, as well as Maya in general a lot more than before. Although I rigged a few models in my first and second years, I now have a much deeper understanding of the tools.



For example, while I was working on my character’s foot, I learned to make custom attributes, using the connection editor. When rigging the arms, I learned about pole vectors and creating more advanced controllers than what I had made in the past.


Also, I rigged by characters spine differently than I had done in the past. I used the IK Spline tool, which is used to control a chain of joints. I also learned to use clusters and created various handles to move my character easily.





My Character in Unity


I added my finished 3D model to the unity engine by exporting it as an fbx file from Maya, and then adding it to the Unity files. I looked at the properties of the placeholder cube, and changed its mesh properties to match my 3D model. The model kept the same texture as the cube before it.




My next task is to rig my model and texture it.

Monday, 7 February 2011

Improved Model


Recently, I improved my 3D model by editing the elbows, knees and waist. This was to allow for better animation. The UV maps are also done for this model.

Monday, 31 January 2011

Level Building


My next task was to greybox some levels which can serve as a placeholder for while my game is in development. To do this I created my level and exported it as an FBX file using Maya. Then, I simply put this file into my Unity project folders.

However, exporting them as a singular files was a bad idea, as it messed up the box colliders in the level, which means that my character would simply just fall through the level.
Therefore, I went back into Maya and exported the level piece-by-piece. This solved my problem and my character sat on the platforms. I then found another problem with my platforms:


The collider I was using only formed a box around the object, so when my character walked over the platform, it did not fall into the small pit as I intended. This was fixed by deleting the “box collider” and replacing it with a “Mesh Collider.”

Monday, 24 January 2011

Modelling Warm-Up: Projectiles




Here is an example of the projectiles my character will use to defeat her enemies (Cakes, donuts, macarons). They are very simple, as they will only be small on the game screen.