Monday, February 15, 2010

Game Character Creation

in Game Character Creation

The Finalization Of My Concept =)

Posted by Rickard Koskinen on 02/15 at 01:38 AM
Game Character Creation • Add comments (1)

Sunday, February 14, 2010

Bug fixing, interactions and MS2 deliveries

in OpenCL Particle System

I’ve begun implementing interactions (forces) between the particles. This will be done using Lennard-Jones potential – a mathematical model that describes the interaction between a pair of atoms or molecules. It’s currently done in n^2 complexity, which makes it very computational heavy with only 1K particles. To speed it up I will look into spatial hashing later the upcoming week.

Tomorrow is the milestone 2 presentation, and I will show off a proof of concept movie I’ve prepared which shows what the framework is capable of so far. It’s available in the public section.

For the upcoming week I’ll be cleaning up the code, make it possible to change the particles’ attributes during runtime, and look into the spatial hashing. 

Posted by Jonas Johansson on 02/14 at 04:29 PM
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Progress report

in 3D Portal Rendering

Things have changed quite a bit since last week in terms of the loading of levels in the portal system. My first idea on the level loader was to structure everything up directly in maya with sections and portals structured in folders, so i then in nebula hack up the big levelscene and create the portals and sections from that. That wasn’t as easy as i had hoped! The Nebula 3 Engine is quite different from the previous version 2 and that has taken alot of extra time, things i thought would be peice of cake acually took alot of energy.
So i’ve decided to go with some kind of script that reads in objects, sections and portals separatly. The best way would be to be able to generate this script directly from maya so i’m thinking about lerning som MEL-scripting later in the project. But now i focus on the structure in my project and make everything work there before i start thinking about loading anything.

I’ve created a portal server singleton that will manage all of the sections and sections in turn will manage the objects as well as the portals.
I think i have gotten over the biggest humps now in terms of nebula 3 and belive that implementation of the system now can start for real.

Posted by Martin Gudmundson on 02/14 at 03:12 PM
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Peasant Village - Object tracking and Body double

in Peasant Village, Visual effects in live action

This is a Maya Playblast (NOT render) from my object tracking scene (added some motion blur). I felt I was on a roll yesterday, tracking stuff, so I went on and tracked the object I’m holding in this shot (I created it from a black candle and some white pins). I used Syntheyes once again and the whole process went very smoothly. I imported the meat snake to the scene and constrained it to the tracked object, just to see if I was going in the right direction. This is just a quick test - and I noticed some problems right away. For example, I am not reacting to the shifting weight when the snake moves. The actual tracking object will be easily removed in post, it looks kind of weird now when it’s visible behind the snake…

My plan was to roto my fingers in post to make them appear to be on the meat snake. Now I think I will create simple finger meshes with projected textures instead.

I also created a body double. We will use this in one shot, and it will replace the Doctor for maybe 15 frames or so. In the shot it will be kind of small and moving at great speed - so it’s really low poly and has a very simple rig (we’re going with FK only). Some clusters can be used to animate the coat.



Posted by Christoffer Lindvall on 02/14 at 12:34 AM
Peasant Village, Visual effects in live action • Add comments (7)

Saturday, February 13, 2010

week 4: progress

in Game Demo Environment Design

This week I have been modeling some more. I have been experimenting some with Nebulas particlesystem. I have also done some more tests with dynamic shadows and lightmaps. I decided after the first week that I will only use lightmaps for the level, but we will probably use dynamic shadows for the character. I had some problems with my alphaplanes not casting correct shadows. I got shadows for the whole planes instead of the alpha texture. Luckily google solved this for me =), by using surface shaders and the blendcolors node i now get nice shadows in Maya which I can create my lightmaps with.


particletest in Nebula

lighttests in Nebula

Posted by Mathias Berg on 02/13 at 01:15 PM
Game Demo • Environment Design • Add comments (0)

Friday, February 12, 2010

More progress of this week

in Creature Modeling for Film Production

More things I have done this week are:
- Trying the displacement map (with the high ploygon mesh I have done so far) which I have alot of problems with still as you see. Hopefully it will look better after next week when I count on being done with the model.
- Some shots has been taken of the location I had in mind. It was difficult to follow my storyboard and the eqiupment I had with me was not the best.
- Today I tried to do tracking and match moving with my film, I had some problems with that too. It took too much time for me to learn everything!
- I tried to work with my preview clip (previz), but its not going well at all. Maybe I will try tomorrow to cut it together, now I know at least how to do all these things…
- I have done a presentation and a document about my - not so very successful - process so far in this project. You can find them under Milestone 2.

I will try to post my previz soon. We will see what happens…
/Eve

Posted by Evelina Kolovou on 02/12 at 11:31 PM
Creature Modeling for Film Production • Add comments (0)

Progress report 3

in 3D Environment Design

This week I have been busy modelling smaller items and putting together a previz for Milestone 2 (Monday).
Not much to say really, the previz took longer than I expected, since i’m doing my best to get the right camera angles,
so I will have to work this upcoming weekend aswell.
All will be ready for Milestone2 though.

Posted by riclun on 02/12 at 10:42 PM
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progress

in Modeling for game engine

this week I have done some more modeling,( did a AA mounted mg34 for some more fire power^^) starting to feel satisfied with the model, maybe go on with some sculpting next week. Lot of work to do!

Posted by Magnus Jansson on 02/12 at 10:20 PM
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bodybuilder progress report

in Character modeling and texturing


This has been a slow week, i havent had time to finish the texturing as i wanted. I did his hair and it took almost 3 days with maya crashing all the time. I also had problems with the bump map, wanted more detail in it so i tried to go from a 4k to 8k map, hehe but there is no way on theese computors so i´ll try an additional smaller tileable one. Otherwise i think im beginning to feel pretty finished with this one, just tweaking some colors and paint a specmap.heres where im at now http://gscept.com/projects/10/hyBo/public/images/sss_progress2.jpg

Posted by Joaquin Karlsen Gutierrez on 02/12 at 08:59 PM
Character modeling and texturing • Add comments (2)

Game Character Creation

in Game Character Creation

This week i have been modeling everyday to finaliaze the characters base mesh for MsII and done som e tweaking on the face. i have assemblied it and put every part that’s going to be on on the base mesh. I’am also almost done with my final concept picture. The wacom are having some problems but i will post the concept work this weekend..

Next week i will continue modeling on the characters weapons and assets it’s going to have. i plan to have the base mesh of the assets/ weapons done in the end of next week and, and i will continue on the characters hair as well…
 




 

Posted by Rickard Koskinen on 02/12 at 08:36 PM
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Peasant Village - Face tracking

in Peasant Village, Visual effects in live action

To begin with, pardon my poor acting skills. But hey, luckily I’m not studying to become an actor… The footage for the face tracking shot is now final. The face was tracked with Syntheyes, and the solve was exported to Maya. I built a point cloud from three reference pictures, to use as guides when modelling the actual mesh. I did this because it is very important that the face mesh is very accurate.

There are some small errors, and I’m pretty sure it’s deformation of my face that causes some points to slide on the surface. The point cloud was created from my face in a relaxed pose, and one could say that my face in this shot is anything but relaxed. I will fix this by creating a simple rig for the face to control the eyes, eyebrows and the mouth/jaw area and then animate this rig to match the face deformation. Later on I will manually track the eyeballs to follow the movement of my eyes. Also I am not sure the 3D camera has exact focal length of the physical camera we used in the shot. We did take focal length notes when shooting, but we are not 100% sure we got the correct back plate/film back information. This will be investigated further.

Posted by Christoffer Lindvall on 02/12 at 09:35 PM
Peasant Village, Visual effects in live action • Add comments (0)

Character Creation for G/C - Progress Week 4

in Character Creation for Game / Cinematic

Modeling
This week did I work mostly with the steam robot (character 2). I have finished the high polygon part now. I may do some very small tweaking to optimize the polygon count, it’s about 64 k triangles for the moment.

Sniper girl (character 1) has some minor problems with topology at hers jacket. Will look in to that problem this weekend and put up some thought about how to fix it. Then I will continuing to sculpt the high polygon part for her too.

Some Ambient Occlusion of Steam Robot.






Some wires of Steam Robot.

Posted by Mattias Eriksson on 02/12 at 08:52 PM
Character Creation for Game / Cinematic • Add comments (1)

Progress report

in Beyond the Frame

I’ve almost finished the lighting and it’s starting to look pretty good. Napoleons horse in uv-mapped and ready for some detail modeling. The world is also uv-mapped and has a base texture.
Jonas is cleaning up the meshes and adapting them for some detail modeling in mudbox.

Posted by Johanna Gudmundsson on 02/12 at 05:50 PM
Beyond the Frame • Add comments (0)

50’s diner - progress

in Realistic 50's diner for film production

I have made an update on the previz, new angles and with some other changes.
I’ve also started texturing this week, not as much though. I have to hurry up next week.

 

Posted by Karolina Hardinger on 02/12 at 05:36 PM
Realistic 50's diner for film production • Add comments (0)

animation progress

in Game Demo Animation

This week my animation work has had to take a backseat to make way for work on nebula. The animations still doesn’t work in nebula but is close to, however I fear I might have to redo the animations I have completed (run and idle) due to skeleton issues. Luckily,  in my schedule I had one week left empty in case of just such an ocasion. After discussing it with Fredrik we decided to change the lineup of animations to do, the animations will consist of run, jump down, attack, dodge, death, damaged. This list is significantly shorter than my initial list wich means my schedule opens up a bit. This time will either be spent on making multiple attack animations or more work on nebula

Posted by Magnus Marklund on 02/12 at 03:52 PM
Game Demo • Animation • Add comments (0)
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