Thursday, March 25, 2010Game Demo Character Modeling
And you can find the Making Of document here
Friday, March 12, 2010Game Demo Character Modeling
The character is more or less finished, maybe I should’ve made it more detailed, perhaps 6000 triangles is a bit low. We did aim to make the scene low-res though and that’s certainly accomplished Anyhow, I managed to fix most of the strange shadows in her face. Here’s some screenshoots from the Nebula Viewer.
Friday, March 05, 2010Game Demo Character Modeling
This week I’ve been working on finishing my textures and making two sets of maps, since this’ll be a “capture the flag”- game with two teams it’s necessary to have two sets of textures. I’ve also made a more detailed version of the sword and applied it as a texture map, and put some color on it as well, no specular map for the sword yet though, I’ll fix that at the beginning of next week. I’ve some issues with some of the maps and I’ll deal with them in the coming week as well.
Friday, February 26, 2010Game Demo Character Modeling
This week I’ve been working with textures, ambient occlusion layers and specular maps, I’m not done just yet but here’s a picture of my progress.
Thursday, February 18, 2010Game Demo Character Modeling
I’m done with my high-poly model, made two normal maps from it and applied to the low-poly model (image above). I decided to use two 2048x, it’s the highest resolution Nebula supports, right now one of the diffuse maps is purple and the other is green, next week I’ll start texturing for real, and I’m looking forward to it (the model looks shiny all over right now but I’ll add a specular map to fix that later on)
Thursday, February 11, 2010Game Demo Character Modeling
I’ve been working on the high-poly model for a couple of days now but I thought I’d take a short break to post my progress on the low-poly model, so here it is: 5890 triangles (including the sword), I tried to work with quads as much as possible, especially around the areas that would deform a lot, such as the shoulders. It’s not rigged yet so I don’t know how well it’ll work for animation, but since the edge flow is similar to my earlier model(that worked fine) I believe this one won’t cause too much trouble for Magnus either.
Friday, February 05, 2010Game Demo Character Modeling
I’m very nearly finished with my low polygon model. There have been some issues with the topology of my character this week, I’ve worked through most of it and I think it’ll do, I’m a bit unsure about the shoulder area though. I should’ve been done this week, I didn’t think it’d take as long as it has, but the Good News is that I’ll be done very soon, it’s a matter of a few hours. I also made the sword this week and along with it, some changes, I talked this over with Magnus and we both agree that it would be best if she carried the weapon on her back instead of the original idea. I know this is a somewhat big change desingwise but the sword would probably get in the way a lot if we don’t change it.
Well, that’s the short version of what I’ve been doing this week, I’ll make sure to post a picture too soon!
Friday, January 29, 2010Game Demo Character Modeling
This week I’ve done a simple model that I’ve given to Magnus for rigging, and have also begun modelling a more throughout model where I mind the edge flow and curves of the body more, I anticipate it to be done by next week so that Magnus can start the skinning process. Everything’s on schedule right now, and I’ve even had time to make a quick test to see what a simple cube with a normal map would look like in nebula; it looked as expected and worked fine which is nice to know.
Monday, January 25, 2010Game Demo Character Modeling
Here is the concept I’ve been working on last week, it’s not perfect but since the design is a minor part of this project I think that’s fine, I want to focus as much of my time as possible on modeling and texturing. I will use this picture as an inspiration for my model and although the result should look like the concept there might be some slight changes regarding color or other minor details.