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

Saturday, 15 September 2012

Giant tumbler animations!

I finished animating the Giant tumbler which is going to be the boss for our first level! (animation can be viewed here ) I didn't use a rig or a skeleton for this animation, I just parented the individual pieces together and animated them one by one. I figured this was the best way to go since I don't have experience in rigging in Maya, so I didn't want to waste time on learning how to rig the mesh. After a talk with Lee and Josiah I figured it's the way to go since there will be no problem importing the animations in Unity.

The best way to do the animations for the game, is to have all the animations in the same timeline, to do this successfully I had to make sure that at the end of each animation all of the limbs would be at the same place so it can loop perfectly.

The animation video feature the following: Idle animation, 2 attack animation, a special attack animation and a walking cycle.

Wednesday, 12 September 2012

Mini tumbler animation cycle!


I worked on animating the Mini tumbler (can be seen here ). It's a full animation cycle of  idle, fold into a ball, roll and unfold to quadruped mode again, 2 attack animations and move cycle.

I just parented the individual pieces together and animated them one by one. I figured this was the best way to go since I don't have experience in rigging in Maya, so I didn't want to waste time on learning how to rig the mesh. After a talk with Lee and Josiah I figured it's the way to go since there will be no problem importing the animations in Unity.


I have poor experience in animation, but it seems to have worked out quite well and easily, obviously there is loads of room for improvement.

texturing the game level!

UV unwrapping on the finished and designed level is done! and I started texturing it.
At first I thought I could use substances, like the ones our tutor (Lee Simpson) showed us in semester 2
Substance materials are textures generated by an algorithm. Until recently those textured would be limited to the quality of "Checker" in Maya, or Filter "Clouds" in Photoshop or Noise in Maya. Now with new innovating technology programmers can create all sorts of customizable textures. I.E. Brick wall with dirt on it.
In the image below you can see how a substance looks like from the viewport of Maya.



Now let's take this and implement it on the basics of texturing: Applying it to the UV layout. This is a very draft version of the texture. I wanted to take a look on how it would look like rather that how pretty it looks.

We want the game to have a cell-shaded touch to it, sort of like El Shaddai (Xbox 360 game) and using substance means that it would be too realistic. Furthermore the art style between the environment would clash with the art style of the well done texturing of Caruso himself and of the enemies. So in order to fix this I start of texturing in Photoshop only using filters I try to make a look like El Shaddai's awesome, minimalist art style.
And here is how it should look like!

Cullan wanted some changes in the color palette, nothing hard but his idea was correct since I feel it works better than the generic "grass/rock"

This is the teleporter that teleports Caruso from the First to the Second part of the level. alongside with an island.



A dummy that shows the size of Caruso in the game level itself alongside with the floor texture and the platforms on it!



Cullan and myself decided to halt my texturing for this week and focus on some animations for the enemies. It is indeed a good plan of action considering the time we have left.
In the end, after some of my experimentation, Nell did the texturing, this was the plan from the beginning I just wanted to give it a go!

Tuesday, 4 September 2012

Caruso Textures

Caruso is almost completely textured but may need a little extra touching up from Nell if there is time because there are a few changes that Cullan would like applied to the mask. Also, I didn't have time to come up with a proper design for the vambrace so it is blank right now - would probably re-do it later with a similar aesthetic to the weapons.

The diffuse map:


Occlusion:


Normals


Screenshots taken from Maya after the normals and colours were added. I think he looks pretty good (even if no one gets to see his face)





The mask [so far] from different angles. I don't think there is enough time before the deadline to apply any alterations but this is likely to change/improve at some point.




Wednesday, 22 August 2012

Mudbox Sculpting

The texturing process took far too long and is still in need for a few extra details but the cloth folds definitely add a lot of character to the base which looked very simple before. Hopefully this will translate well when the normal map is rendered out and applied to the mesh in Maya.




Some very basic and rough colours added to the mesh (using Nell's concept art as reference) - the paint layers will be extracted and re-painted in Photoshop to add more interest and make it tidier.


Monday, 20 August 2012

Game Level WIP

Started out by discussing and designing with Cullan the overall design and how we wanted to look like,
overall aesthetics and theme of the level. The goal of the first part of the game is to familiarize the player with the controls and platforming system of the game. The player needs to climb up the platforms and make it to the top of the tower. there he can activate a switch so the floating islands will align into a path to the first teleporter.


 Second part of the level the player teleports to a circular construct which is an elevator, there until the player makes it to the top must face his first adversary - the mini tumbler. 
Once the player makes it to the top it's the second platforming section of the level. The objective is to activate the four crystals so he can face the first Boss-fight.
 Making some adjustments to the first part of the level.
Here we decided to add a spawning island (the small one attached to the big main island). We thought that the player should have a different platform. That way the place around the tower seems more special and awe-aspiring.
Different perspective of the first part of the level. 
Adding more details to the second part of the level. 
More paths are being added to reach the rest of the crystals. 
All four parts are now complete, each path has a different way of approaching, taking advantage of the game mechanics. 
 Cullan had the idea of having a huge spiral crystal that rises up when a crystal is activated, to give the player the indication that he's actually advancing.
After working on this idea, we thought we could have a second one lowering from the tower higher up (where the Boss fight will take place) and the player could walk up the crystal. So now the player has an extra motivation on energizing all the crystals.
 We wanted to change the overall aesthetics of the second part. we wanted to make it look like a Sci-fi city. Those path will look like roads that lead to roundabouts where the crystals will be placed on.
Started working on the platforming part of the level, each path will have more than one way of completing it. Some parts will be more forgiving in mistakes than others.
Editing the second path.
I thought that maybe one of the paths could be completely fractured making it more unique and breaking the aesthetic monotony of the other 2 paths around the tower.
 Adding some buildings (dummies) which help creating more than one correct ways of travelling across the path! (all the paths feature this. The measure tool is a great ally on this task!)

Today I thought I would start working on the interior of the second tower. In that piece, Caruso (Knightside) will get his first memories back in the form of images as he platforms to the top where he will face his first Boss-fight.


Here is a close up of all four paths. Note each path is designed so there is more than one way of travelling across!

First path
 Second path
 Third path
 Fourth path

Once all crystals at the end of those paths are activated the player can advance to the Boss Fight.

That's a crystal with a Node on it. Caruso will find one on each of the paths, the node will need to be destroyed so the crystal can be purified!


Just Uved the buildings! looking good so far

last but not least! the animations of the game Level!
First part of the level can be viewed here
Second part of the level animations can be viewed here

Giant Tumbler WIP

Starting to block out some parts of the body but focusing on certain parts.

After I block out basic shapes and volumes I started adding more detail into it!

Adding more limbs and detailing them, every part of the body is a different mesh so it can be parented to another for easy non-rigged animation or if the animator wants to add a skeleton it's very easy to bind the meshes on the skeleton!
 We were not really happy with the overall shape of the head, seemed too friendly for a final boss, so we started experimenting with various designs. The one on the center looks more threatening than the one on the left side of the screen.
 Final small adjustment on the legs, rotated to the sides to make it look a bit more different than the Mini Tumbler!

Model available online for 3D viewing at:
http://p3d.in/UkxnH

Thursday, 16 August 2012

UV maps for Caruso

The UV map is done so Caruso is ready for texturing. Thanks to some tools that Avi informed me of the entire process was actually quite enjoyable and far easier than the methods I used to use! 


Saturday, 11 August 2012

Designing the Game Level

The main idea of the level is that can help the player learn how to play the game through pure gameplay and try to avoid "how to play" videos or "tutorials". The first part of the level has a set of pillars/platforms where the player can start jumping on. 

 This is how it looks like. (up)
The player is drawn to them since there's nowhere else to explore. so by taking advantage of human curiosity   and by giving the player the time to experiment with the controls the player can now start climbing his way up.
 After the player makes it to the tallest of the platforms, all of them rise up to a certain  height, so the player can make it to the top part of the tower there is. We decided to do it like that - and not add extra platforms for that so the player can understand that the world he's in is a bit different than ours and certain rules don't apply (such as platforms rise up). Also the player gets used to the jumping height and distance and has no time limit to get used to the controls,

As the player makes it to the top, the floating islands that surround the level align into a path where Caruso will get to use his Rift Powers to start crossing the path. Ideally there would be a cutscene to explain the player how to use them, but we couldn't do it due to schedule constraints. At the end of that path, there is a gate-teleporter that allows the player to move on to the next part of the level.

 This part of the level, features a platform of Crystals, which works as a tutorial for the combat. As the elevator rises, it stops at 2 points where enemies spawn. At that point the player again has no time limit and can try beating the enemies.
 The elevator takes the player to the crossroad, where he can start Purifying the crystals at the end of each path. Ideally the player could choose which path he wanted to go to first, but due to to schedule constraint, we had to put barriers to rig which path the player will chose to go to. 
 The Paths are designed so that each path can be crossed with more than one ways. That way the player can have a sense of freedom in the platforming department.
 At the end of each path there are enemies that guard the corrupted crystals. After all the enemies are defeated then the player can simply walk to the crossroad, since the road floats to it's original state.  Some of the buildings move and align themselves to a spiral, some parts of the elevator start rising up as well forming a crystalline staircase.


This is how the Crystalline staircase looks like as well as the building spiral. This works are a visual indicator for the player on his progress and as a relaxing platforming section to prepare the player for the battle ahead.

 This is the boss room where the player fights the first boss, the Giant Tumbler.

After the player defeats the Giant Tumbler, he has to go through a fairly easy platforming section which works as a reward to the player for beating the level. The main idea was that in that section the player would unlock memories of Caruso (the avatar of the player) as he was platforming, but we didn't feasible in this timeframe we had available. 

*note i am using the most recent screenshots for the sake of good aesthetics.


Early sketches made by Cullan and myself as we were brainstorming about the level design. We worked together on the initial designing. 

Sketch of the platforming bit in the last part of the game level, the main idea was that the camera would change angle and it would make the game feel like a 2D platforming for that part. The idea was canceled after we decided it would be too time consuming on the programming aspect of the game.