Sunday, 22 April 2012

Wheres the warewolf?

It was always planned to have a warewolf jump through a window in a later stage in the level so i decided to start work on one.
 I rememberd that i had did some work on awolf like character earlyer that year so i reused a lot of the mesh then reused and textured it:
Heres the origonal: a zelda model made ot look hand drawn.

these were the concept sketches i was working to:




Here is the adjusted mesh 1124 faces, slightly higher than the rest of the models but its a special enemy and is still within the unity recommended phone specs.
31 bones again on the high side but still around the recommended unity moblie specks.


Heres the renders mesh with textures:

Heres the color and normal map again normal map made with xnormal plugin.



Bumpmap by Darren.




Video update time

For the next presentation i made some more animations and here they are. the client seemed to like them but didnt have much to say about it.

Goblin Revival

We were running low on enemies and i was fed up looking at the ghoul. So Fraser suggested that i reuse my initial test model with a few changes. I updated the textures adn tweaked the mesh a little and then animated it with a Golum like animation set. this character will be fast and low to the ground then jump on the player and mawl them until shaken off.


concept sketch of goblin for very early on in development.



818 faces and 26 bones

textured model, bump maps didnt display right oin render but is on in unity.


heres the texture maps for him,





Bats everywhere!!!

We felt the environments might be feeling a little static so I modeled some bats to fly through at random points to keep the player on edge.



model is 34 faces with 8bones:
Animations:
-fly
-die
-hang


Color texture map for bat with alpha channels.

With some help from Daren he showed me xnormal a nice ittle program and plugin for photoshop witch is free and works like a charm. With a few tweaks this is a usable texture map.link here: http://www.xnormal.net/

First animation progress wip

Sorry for not updating in a while im gona post most of the progress in a few short posts.
This video shows the first animations for the gargoils ghouls and harkers arms.

Tuesday, 24 January 2012

Possible Coursework Crossover

With the start of the second semester we have been assigned a task in advanced animation to make an advert of some kind. This cam be to promote a game. Stewert and I both thought it would be a good idea to work on an advert or intro piece for this modules game, Harker vampire hunter. Its still early days and were only in the story board phase at the moment. If we dont come up with a strong enough idea or plot or think the workload will be too much i assume then we would scrap the animation and focuse on a more small scale project.
Heres the first page of my fist attempt at a storyboard for the intro.
Sorry the quality isnt the best

Iv also been working on the Harker model as i was not happy with it. Il show the progress in the next post.

Sunday, 1 January 2012

Gargoils

Sorry this post is long overdue, this model and texture were dun for pitch too bad we couldnt see them. Oh well stuff hapens. Wel know better next time.
Anyway hers the model.
This is the mesh 740 polys:

And here is it with the color texture, was having a little trouble with the normal map but will get it up and working soon.


Heres the texture map, it might need redun but is sill a work in progress:


Whlie im here il post a thin version of the ghoul i made:

This image shows the origonal heavy built ghoul along with a skinyer version also a blue and a pink color , these might be used to show different strengths of enemies.