Sunday, 3 February 2013

Weapons

Originally main weapon of the character was a knife, so I'll keep it !!

I think it will incorporate nice game play combat situations, visually appealing and also because I want to experiment with some complicated paired animations.

Here is the 3D model I made last year. It is quite heavy poly count wise but Id keep it for now just like that.






Character texture upgraded.

I have spent today researching the way of extracting normal, ambient occlusion and speculars maps from gray scale diffuse bitmap. Tried nDo, Xnormal and finally managed to get something decent using Crazybump.
I'm quite happy how he looks like so far, although Maya 2.0 viewport doesn't show the real time shader as good as it could be. I'd try to improve face and arms texture and I'll be ready for rigging him up and finally see him moving!!


Saturday, 2 February 2013

Texture update

I have been working (quite slowly) on diffuse texture. A proper shader, including speculars and normal maps will help and I hope I can get them from the diffuse map very soon.
There is an annoying black seam caused for the mipmappin in Maya viewport...Im not sure if later on it will be visible as well in real time engine.




Wednesday, 30 January 2013

Main Character Update (Upper body)



Some more screen captures of the work in progress character texture. I have been dealing with arms and vest during two days. Also trousers are bit polished now. It is just the diffuse texture in Maya 2.0 viewport. Once the texture is done i will get specs, normals and ambient occlusion maps from the main bitmap. Hope it will add some fine detail to it.


I realized the damn face is looking terrible...I might need to tweak the geometry to make it look better!!...but I'd put some extra effort on the texture first. It was definitely easier to achieve when it was a bunch of 5 square pixels!!





Sunday, 27 January 2013

Main Character Update (Legs)

After some tests I finally thought I should get something quite low poly, especially considering the camera view won't show any close up. 
So, sadly I could not use Jorge's character because is way too complicated and very high poly. 
I re-modeled the character keeping some elements of the original Jorge's model, but heavily poly reduced.
I tweaked the proportions too so now he looks like a bit more like the original 2D sprite.

This way I can be totally self sufficient; I can model, uv and create textures...just like I used to be back in the artist day!! Also skinning and Maya frame rate performance will be much faster once the character will be rigged, ease it up all the process drastically.

Character poly count is up to 4623 faces, (8499 tris).

I have been getting these uvs for very first time in Maya this weekend and for my surprise it didn't take me much time!! It is quite simple process anyway.

I always struggled creating textures.... definitely one of my weaknesses!! 8-)
However, I am quite please with how trousers and boots look like so far.
The character will be significantly smaller once is place on camera.

I'll post some screenshots of the whole character quite soon....

  

Wednesday, 23 January 2013

Environments

I started to model the first room of the game: the prison cell. It is quite a comfortable confined chamber, even has a fancy en-suite bathroom ..what will "Demencial" prison planet hold behind that prison door?

No textures yet, just Maya viewport 2.0 showing some real time spot lights and real-time ambient occlusion solution.

 


Saturday, 10 March 2012


3D model has been updated!! 
Jorge has been finishing off the modelling of the main character. No textures yet, just plain colours shaded.










Wednesday, 1 February 2012


Main character anim-tree first pass.
As a start-up, I'm trying to set just the very basic actions the character can do.
I'm using a Xbox 360 controller to work out the game controls.
Left stick would control the main movements, go left, go right, look up and look down. 
A button is for jump 
Left and right bumpers buttons for strafe/roll/dodge.


Tuesday, 31 January 2012



First test of hair dynamic movement.

Simple Maya dynamic hair test with the default bind skinning.  
Bones count is concerning me. Currently, the top row of the hair model ascend to 76 bones. I have still to set up the lower one.

Thursday, 19 January 2012

Modelling the main character

Early stages of the main character modelling. Jorge Sanchez Magdaleno has created stunning work so far.


Sunday, 11 December 2011


Display, environment and character size test.

I'm using a native resolution of 1280*720. I'm using the 2d sprites animations as a distance references. I roughly worked out how many pixels the character could jump and lift all around.

Friday, 2 December 2011


First concept of the main character created by Jose A. Leote Duran

Thursday, 1 December 2011


Art, Part 3

Some of the elements I used to create the maps and some stuff i never had opportunity to use.