Saturday, December 22, 2012
Block out has begun
Saturday, December 8, 2012
Finals, and now another new project?
Monday, October 15, 2012
Fooling around, now time for work!
So I bought a Nexus 7 tablet recently and have been really enjoying it. It is a gaming tablet so its been giving me some ideas on games I can make using powerful engines such as Unreal. Games like Dark Meadow give me a strong understanding of just how games like that work, but then again, how they don't. I feel like the tablet isn't really meant for hardcore gamers or even casual gamers. Simple games are more for on the go and are equally as addicting as any hardcore game. I'm thinking platformers are perfect. Besides, there's nothing wrong with them, just overdone and rushed. Quality games require love and care and I see that when playing games like Kirby: Nightmare in Dreamland. So anyways, school is still around and I am working, but not so much on my level as I should be. Trust me, however, because I will post more images soon once I get my flow map working. Until then, I'll be playing n my tablet (which is where I'm posting from by the way).
Tuesday, October 9, 2012
Back in the saddle?
On another note...school! I'm currently enrolled in a Level Design course and am enjoying it thoroughly I've been working on a level for my Game IP "Smile's World" and have quite a few pictures to update with. However, instead of taking space here, I'll link you to the Polycount WIP page.
On top of that, I also will be entering the DOTA2 contest on Polycount with school work on top of that. Oh boy, how exciting.
Wednesday, July 11, 2012
Lots of work done!
Now that I finished Po-Koro, people and environment, I decided to start (and finish) the final character for the video, and the most important as well: Tahnok. Right now he has a pretty basic diffuse on him, but I'll be working on textures tomorrow all day (sounds like a blast). However, the modeling went by very quickly and I think that since I'm in the groove of things, modeling is the least of my worries. Getting these key animations done though is a different story. I'll need to put more time into them considering I'm not a skilled animator by a long shot.
I'm tired now and need to get some rest before starting the exciting process of refining those texture maps (and there's a million of them.) By God knows when tomorrow, I'll post tons of pictures of each character with the finished textures and maybe some videos of how the town is looking. Thursday I'll be spending the day with my friend and talking with him about getting some music for this video, although most of that hangs on when I'm finished. Either way, it'll be a nice little break. The summer is quickly fading away and my time to finish this is getting crunched down to nothing. Yikes. Hopefully I can get it done and can be ready for the next part of my project during the school year. What, you thought I'd just make all of these Bionicles for no reason or just for a two minute video? Please...I have a lot planned for these models. A lot planned indeed...
Saturday, July 7, 2012
Po-Koro finally done! Now onto animations
I intend to have the Matoran interact with one another in various ways, so that will take some work, but I have a few basics done like idle, waving, and head turning. If these don't look quite right, it doesn't really matter since these are mainly backdrop characters and not essential to the overall video. I have to say though, Po-Koro is much more exciting to look at with actual movement in it now rather than a dead city.
Take a look at what I've got so far!
Thursday, July 5, 2012
Slow going
Friday, June 29, 2012
Po-Koro nearing completion
The more I think about it, the more I want to do the entire "Bohrok Invasion" series...but I haven't even started the animating of the characters yet, so I'm unsure if I'll even be able to start any new ones by the end of the summer. If anything, my goal is to 100% finish "Bohrok Invasion" 1 and 2 by the time school starts back. This will, of course, go into my portfolio and ready me for my new classes: Rigging, Level Design, and 3D Animation.
I think I'll save the Tahnok for very last because of several reasons:
1. I already can populate the town with Matoran
2. I have Onewa finished and rigged, I just need to texture him.
3. Pohatu is already done
4. The Tahnok are barely animated and require less of my time than the others like Hewkii and Hafu who have the most animation to be done.
I've already begun devising a plan to sort out the animations of the characters. I think I'll start with the base animations such as walking, running, idle etc. Even though this isn't a video game, the town needs to look busy and panicked and if I have Matoran bounding around, it will work. I wont have to animate each one because they all run off of the same rig! I won't worry about setting up an AnimTree because the characters are going to be animated via Matinee and not through AI or anything.
I will then choose Matoran to animate with specific props. For example, I will animate Hafu using the chisel to knock down the statues and Hewkii with his disk.
The final sequences will be when people are talking with each other or interacting with each other. Since I have never done something like this, I think it will be particularly difficult. I will have to add several skeletons into the scene, animate them individually interacting, then export each one, labeling it as who is doing what. I will obviously divide main characters up into their own animset, but nameless Matoran will have to go into a generic Matoran animset. considering there's going to be at least six nameless Matoran, and I might even add in Ahkmou, it will be somewhat difficult differentiating between the animations. That's when I'll break out the ole' pen and paper. Booyah.
Anyways, my lighting render finished in UDK so I took a few images for you and I'm off to bed (don't mind the purple and white assets, they are placeholders and are untextured).
If you notice anything, let me know!
Staircase to watch tower |
Front Gate from the inside sealed up |
Koli field! Not really in the video but I always liked Koli and wanted to add this in. |
Po-Koro East Side |
Front entrance with improved shadows and better vertex painting |
Light Stone! This will only be a quick shot in the final cut, but its an environmental thing. |
West side of Po-Koro with Onewa's hut closest to the gate. |
Thursday, June 28, 2012
Derp...
Wednesday, June 27, 2012
That's a lot of rocks
Exterior Gate |
Gate and Pohatu comparison |
The front of Po-Koro |
In the tunnel on the way into the village |
Tuesday, June 26, 2012
Ladies and Gentlemen!
Saturday, June 23, 2012
Rigging MANIA
I had done a test animation and fixed some more problems, but decided to take a break from the Bionicle project and revert to an old project that was my final for both Digital Sculpting and Texturing. I fully rigged him with controllers and semi-proper weighting and decided to do a quick and dirty walk animation. After about two hours, this is what I came up with:
I made a goal list for this weekend saying things I need to do by Monday at midnight so that I can keep on track and not get too side-tracked.
1. Finish the high resolution model for Pohatu (this includes scratches and minute details)
2. Texture Pohatu
3. Fix the rig for the legs (There's a problem with the IK handles that cause the legs to do some funny business.
4. Research on importing bind pose and separate animations into UDK in the FBX format. This shouldn't take too long considering the documentation on UDK is phenomenal and has helped me several times, like with using sockets and how to create them. *
*I am using sockets to attach different masks to different characters. This way I only need 1 normal map and 1 specular map for each mask. The colors can be applied in UDK and by using sockets, the masks can attach to any model I so desire. The only problem is that there's an issue where the socket spawns well above the head even when the bone is in the mouth. I'll figure that out in my research.
I wont be posting until Monday when I have Pohatu completely finished. I'm sure you've seen enough IP to understand whats going on.
Wednesday, June 20, 2012
Pohatu Posing
It's very simple because the pieces don't have to have weights painted. In fact, the only Bionicle with flexible parts is the matoran (like Hafu) which I'll do a smooth bind with the arms.
I tried to pose Pohatu similarly to the cartoon version, but found some things didn't match up perfectly. This is probably because of the inaccuracy of the drawing and the artists' liberties (considering Pohatu is also missing the four pegs in the side of his legs). Either way, I was pleased with the result of the pose.
I added a detail map of brushed metal from Google to see how it would turn out and was incredibly satisfied with the outcome. I'm not used to using detail maps, mainly because my final product will be in UDK and thus, the detail will be incorporated into the diffuse as well as a normal map.
Now, there is just one thing missing from Pohatu, and that is the hole for his mouth which I am well aware that I did not include. In fact, when I do the sculpt, I will add it in and bake it into the normal maps. After Onewa, I may take a break from modeling new pieces and texture Hewkii, make a skeleton for the Matoran, and begin the sculpting for the normal maps on the current models. The Maha was for fun, but if I feel like it, I may texture him too. After all, he is a part of the town environment.
Because of how Pohatu is progressing, I am newly inspired for this project and am no longer reaching the end of my rope (doing those pieces individually was tiring). Making the masks and parts for Tahnok will be fun and I am very excited for it. Also, I recently have looked into an article for using gradient maps for UDK instead of diffuse. I am intrigued with this and am considering using that for the Po-Wahi and Po-Koro.
For the gradient maps article/post, check here: http://www.artisaverb.info/DitchingDiffuse.html
I've noticed that I'm actually getting a lot of readers every time I post a blog and I wanted to thank everyone for the support.
Monday, June 18, 2012
TGIM...finally got some work done
Pohatu's UV map |
Onewa will have to wait until Wednesday because tomorrow will be a rather busy day for me. Until then, I've rendered a few pictures of Pohatu with his base texture.
Pohatu Turnaround |
Friday, June 15, 2012
Not so busy day
Today was a bit of a restful day for me. I worked on only 3 of the pieces and decided that I needed a break since I've been going full force on these models. However, I looked at my website for the first time in a while and realized that the last time I updated it, I've completed 3 projects since then! All of which look better than what I already had. I filtered through and deleted some of the useless or unimpressive stuff and will work on some better renders tonight of Megajaw, Thu'ul Gatet, and after asking if it's alright, my character for the Indie developers I'm working with.
I'll start working Monday on the new Bionicle parts, but I am bound and determined to finish those existing parts this weekend and getting a basic textured Pohatu model. I'm still very inspired for the project though, just a little burned out on tweaking small cylinders and UV mapping insignificant pieces. I'll definitely make a conscious effort to keep that in mind whenever I continue. Until then, look at this beautiful screenshot from the video.
UV Mapping: Ugh!
In all seriousness, UV Mapping isn't all that bad, but its never my favorite thing to do, especially intricate hard surface models. I went through seven of sixteen already made pieces and fixed them. Getting late in the night, I decided to throw together a little test map comp in Marmoset to see how I did. I was pleased to see that everything turned out perfectly and whenever all of the models are made, I'll be set to sculpt small details and bake AO and Normal maps without need to backtrack and fix things. Right now, Hafu looks a bit plain, but I'm hoping that as time goes on his look will improve with pose, higher detail than "basic toy" and better color. I literally painted blobs of color selected from video screenshots to put on his base.
I also played around with an incredibly basic emissive map for his eyes, and I think it turned out nicely.
Overall I'm happy with the project's progress and hope to making some more efficient progress once the library is put into place and kept up with. Hafu is only 6208 tris which makes me pretty happy with the level of detail he's at. Sure, it could be lower, but he was around 8000 earlier and so I think that's quite an improvement.
My main goal for tomorrow (or today, rather) is to finish those parts and continue with actually making newer models instead of texturing Pohatu, of which I'm very tempted to do. I think Onewa will be my next target considering he has very few new parts and it will be a good excuse to make that hammer which can be recycled mostly into Hafu's chisel/pickaxe. This is all assuming I make progress on my library.
Well, I'm off for tonight and I'll have a good night's rest before starting back with the same thing tomorrow.
Edit: If you're curious, here's his texture map that I have each part divided up into individual sections. Worked out pretty well for putting him together.
Thursday, June 14, 2012
Pohatu Model Finished
I decided that a physical part library is a perfect idea and so before I continue working on any more models, I'll set up my library on my hard drive and save each individual piece as an obj. That way I don't have to do smoothing groups to the same piece a million times and more importantly, the UV mapping wont be a HUGE pain in my ass. This means, however, that all of my models will have to come apart, but putting them together is the easy part, especially since I did it as a kid.
I'll be working on those parts now and tomorrow, so I may do just a text update or maybe a wireframe comparison in the meantime. Until then, enjoy my super duper render in Marmoset.
Pohatu progress
Remaining items to complete are the mask, the hands, and a few details on the chest. He's already up to 15000 tris. I'm going to have to do some tweaking. I think I'll reduce my 16 sided cylinders to 12.
I'm going to bed. I'll post at the end of the day tomorrow. Night!
Summer Time Projects
Being home, I rummaged through my old Bionicle collection and reminisced about those old flash cartoons I used to watch with the Bionicles. Upon looking them up on Youtube, I discovered that yes, they are still as awesome as they ever were. This gave me an idea since I had nothing else to do besides look for a real job and play League of Legends.
I found this to be difficult because my love of Zbrush stood in the way of this demanding hard-surfacing. Not wanting to make more work for myself, I moved the process to Maya and will later add small scratches in Zbrush whenever I start the normal mapping.
Right now I have finished the small Matoran, named Hafu, and basically the body for the rest of the Matoran. Having made that, I moved onto something a little less important to see if it would hold my interest and use pieces to be recycled for the immediate next model.
The model I made next wasn't in the Part II of the video, but was in the first part, which I later decided to include, considering it wasn't full of action but set up for the plot of the skit. The Maha (left) was easy, except for the head which took me nearly 3 hours because I couldn't decide how I wanted it built. The arm was recycled from the Matoran and I knew that those legs and the head would be used for the next character which is Pohatu.
I am currently working on Pohatu, but with him I am most excited because his base is the basis for most other 2001-2002 Bionicles which I will probably make, now that I'm building a library of parts.
So far the masks seem to be the most difficult to make, considering Hafu's mask took me the better part of the day (after scrapping the Zbrush sculpt because it was too blobby). If you'll notice, some parts are missing several details because of polycount restraints and also trying to stick with the Flash-video style. In the Flash-video those characters had several details missing which I liked, because if I wanted realism, I would've stuck with playing with the sets, despite the fact that I'm 20 years old.
I'll be posting more tomorrow, but until then, I'll be working.