Thursday, March 18, 2010

MS3 delivery!

in Game Demo Environment Design

The milestone3 delivery is done! The demo can be downloaded here. The .exe is located in bin/win32. There are 3 versions with different resolutions. We might do some tweaking before the presentation next week. Other than that the group is now working on all the documentation for the project.

Posted by Mathias Berg on 03/18 at 09:35 PM
Game Demo • Environment Design • Add comments (0)

Progress report 8 - Project is done!

in 3D Environment Design

At least for Milestone 3. Unfortunately, I (being the noob that I am) screwed up the bumpmaps. I used the textures themselves for the bumps and it worked well, but when the scene started to get bigger and heavier, the IPR render (that I used to preview whether it looked good or not) got so slow that it pretty much started taking time of my rendering hours. GOD FORBID, I said to myself (I really did not), and lowered the quality of the clips from “Production” to “Preview”, and simply went with the bumps that I had, so that I could be done in time for MS3. Thus, the bumps are too deep and too dark.

So, I know what the problem is, I know how to fix it, it was just a matter of making the deadline or not, and I thought that was more important than nailing the quality 100%.
This weekend, before the 24th, I will render the scenes again, with less bump and higher quality. So fear ye not.

The clip is at the moment a tad to big to upload to SVN so I will re-render it to a smaller size to fit. Sucks but it’s not my fault!

Posted by riclun on 03/18 at 10:11 PM
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Done!

in 3D Portal Rendering

I have now finished my project and a demo program can be found here

I’m currenty working on my “how to” document that hopefully will help you understand and even lern to implement something similar to this yourself.

Posted by Martin Gudmundson on 03/18 at 07:14 PM
3D Portal Rendering • Add comments (2)

Monday, March 15, 2010

Texturing done!

in Game Character Creation

The texturing is done! the only thing that is left is the eyes because i must find a nice texture for them… Here are some pics on the fully textured character…


Posted by Rickard Koskinen on 03/15 at 05:38 PM
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Main Features Done!

in Framework for Game Engine Tools

I have just finished all main features for my level editor. Here’s a 2:45 minute long video displaying its features:

I know it’s silent, I couldn’t find any (decent) copyright-free music :/

The main features include:
Object management: Create, Delete, Translate/Rotate, Duplicate - All of which are undoable.
Create new, save & load level.

Next up is implementing a small game that uses the saved levels, and finishing all other requirements till MS3.

Posted by Joel Marklund on 03/15 at 05:38 PM
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Second version of animation

in Creature Modeling for Film Production

This is how the animation looks like right now. It has abit more movements. Maybe I have to improve some things still…
I have problems to make the skin weighting look good.
/Eve

Second version of animation from Evelina Kolovou on Vimeo.

Posted by Evelina Kolovou on 03/15 at 04:57 PM
Creature Modeling for Film Production • Add comments (0)

Sunday, March 14, 2010

progress

in Character modeling and texturing

this week i´ve been modeling and texturing the fat guy and started rendering.i´ll post some images tomorrow..

Posted by Joaquin Karlsen Gutierrez on 03/14 at 11:56 PM
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Animating for Lipsync

in Animation friendly character rig with lip-sync

I have been polishing the rig and are curently animating to the 3 sound-clips i am using.
I have also worked on the shaders and i have been trying out Shave and a haircut for the hair of the model.

The rough animation so far:

Lip-Sync test 2 (Kung Fu Island) from John Ahlborg on Vimeo.

Posted by John Ahlborg on 03/14 at 11:04 PM
Animation friendly character rig with lip-sync • Add comments (0)

Preview of the horse animation

in Beyond the Frame

We kinda forgot about this whole blogging thing this week, that is until now. I haven’t had much to show for my work lately since it’s consisted mainly of rigging and skinning that don’t make for very fascinating visual presentations. But now I have rendered a short animation preview of napoleon, featuring the textures Johanna made for the horse. It’s not quite finalized and the nCloth is a little preliminary but none the less, here it is

Horse test render from Posted by Jonas Engman on 03/14 at 08:28 PM
Beyond the Frame • Add comments (1)

Texture and hair work

in Game Character Creation

I’m almost done with all texturing, so tomorrow i will be done with all the texture work and normal maps on the character and the props. The hair is finished with texture and all so i post it up tomorrow.By the way it was hard to find a good texture of the face but i found it and i have also modelled some minor props to the character and they are uv mapped also.. The skinning can be done but i think it is goin pretty fast with that because i know the problems with it…




Posted by Rickard Koskinen on 03/14 at 08:12 PM
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Demo App - almost done

in OpenCL Particle System

The project is moving towards its end – and things are looking promising. There are now some adjustable values in the demo application. The attributes are the common ones in most particle systems for making decent looking particle effects.

The following behavior values are adjustable:
Gravity,
Speed,
Velocity (min and max, random between them)
Lifetime (min and max)
Number of particles

These will be added the upcoming week (in the visualization tab):
Scale,
Color & alpha
Sprite

Unfortunately, it’s now obvious that I will not be able to complete everything. The Screen Space meshes algorithm will not be disposed at all, and Lennard-Jones Potential particle interactions will be limited due to incomplete spatial hashing and lack of GUI options for it. This is not fatal though, since the topics in the original plan/proposal have been covered, and I feel pleased with the project.

For the upcoming week I’ll add some additional visualization options (the three listed above), and write some documentation (the mandatory tutorial and possible some doxygen) . I will also look into the possibility for showing off the system live at milstone3.

Posted by Jonas Johansson on 03/14 at 07:35 PM
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The first rendered video with animation!

in Creature Modeling for Film Production

I have worked on the animation during this weekend. This is a video of the first version - from yesterday . I have already adjusted some things, and started a new rendering of the updated animation. I will post it tomorrow.
A little problem: I want the skin on the throat to move when the neck moves, kind of like jiggeling. I have some joints there for it, and I heard about a MEL script that could solve my problems - I can’t find the tutorial about it though!
Feel free to post feed back! /Eve

First version of animated tortoise from Evelina Kolovou on Vimeo.

Posted by Evelina Kolovou on 03/14 at 08:18 PM
Creature Modeling for Film Production • Add comments (0)

Progress report 7

in 3D Environment Design

This week I’ve been busy lighting the scene for a dramatic effect. I just started the rendersequences.
Not much to say really. I’m on time and I hope that the renders will work out right away.
Then it’s just a matter of putting it all together in Fusion and Premiere, and make it all look good.
While the renders are busy hogging my computer at school, I will sit down and focus on the music and “in-between-shots”-clips.

Posted by riclun on 03/14 at 06:58 PM
3D Environment Design • Add comments (0)

Tweaking animations

in Game Demo Animation

Since the last post I have mostly tweaked animations and such. All the animations are allmost done, some tweaking is still required. Im confident obout making the deadline.

Posted by Magnus Marklund on 03/14 at 12:44 PM
Game Demo • Animation • Add comments (0)

Saturday, March 13, 2010

lighting

in Game Demo Environment Design

I have started lighting. I am using 8 lightmaps for the scene, 4 for the outside part, 2 for the inside, and 2 for the cave.
lightmap distribution

lighting progress

I have also made a new collision mesh. Fredrik was unhappy with the one I’d done earlier. Apperently there had to be a hole in the groundmesh where trees and stuff where placed or the characters would walk through them. I also started creating the “flags”, using Magnus designs.
flag progress

Posted by Mathias Berg on 03/13 at 08:39 PM
Game Demo • Environment Design • Add comments (0)
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