Birdmen Update

Alrighty, so after class yesterday I chose not to work on Spidey… which is bad… BUT – I FINISHED MY BIRD RIG. YAY

bird
Bird1
Bird2
Bird3
Bird4
Given the basic look of the game, and the movements that I’ve been told to animate for the bird, I think this rig will be sufficient, however if there’s anything you think I could improve on, please let me know guys! :DD

I’m really loving this whole wing-shaped bones thing Steve taught us, YUS.

Now just to animate this birdy 😀

Asset Data Workflow

Realised this is a necessary blog post that I can super quickly and easily smash out 🙂

Describe efficient workflows for handling asset data across various production stages, from concept to completion.

For all of my assets I’ve created so far, I’ve been keeping them on a USB that I take with me everywhere. EVERYWHERE.
And in the off-chance that I lose that USB, every asset I create for all of my projects is uploaded into a Google Drive Folder, specific to that project.

As I update my spidey. for example, I’ll upload the newest .max file, and delete the old one from the Drive folder. I still keep the last 10 older versions on my USB just in case I mess up and have to go back (Not necessary, just a fail-safe that I’ve implemented into my own practise), as well as on my uni account folders.

Now that I have a working computer, I’ll also be saving back-ups of everything I create to Project folders there as well.

I’ve found that the Google Drive method is especially good for keeping all files immediately accessible to everyone on your team, anywhere, any time. I’ve got four different projects I’m working on at the moment, and having GD is such a great way for me to keep myself organised (Everyone knows how much I love organisation, GIVE ME LISTS.)

Cool beans, just thought I’d get all this out there 😀

Dirty Freaking Rubbish

Alrighty! I HAVE GOOD NEWS EVERYONE!

………………………….

I HAVE A WORKING 3DS COMPUTER AT HOME NOW. *Cue raucous applause*

Okay! So my excellent boyfriend completely fixed his old computer so that I can finally do my work at home without asking him to stop his own programming work from being completed. Yay! Which means that I spent my whole afternoon today modelling for the Bird Life game. And this time I decided to tackle the rubbish! Hooray!

I know what you’re thinking. “Dakota, rubbish is so insignificant, why would you spend so long on such an unnecessary detail?”
BECAUSE THE CHARACTER IS A TINY BIRD WHO SEES EVERY LITTLE THING. THAT’S WHY.

So! After much deliberation with Pat, another programmer working on the game, we finally came to an agreement on how much/what types of rubbish shall be littering our level.

PROCESS: BEGIN!

First off I made the rubbish bags, pretty basic. They were just pyramids that I then cut the tops off, added some loops and modified to give a bit of volume and random shape. The tops of the bags are just the lines on the top-centre of the bag extruded up, then scaled in to be thinner. I then welded vertices together to give them a flat, plane-like look. Voila!

Rubb01UVRubb02UV

They were a bit of a pain to unwrap, but tbh, it’s rubbish, so I don’t care too much at this point. XD

Next, I made a can, it’s a cylinder, cool.

CanUV

Fun time! Chip Packet & Chips

So I then made a chip packet, which is basically just a modified box. The chips are obviously boxes as well, duh. Despite these being so basic, I actually had a lot of fun making these/figuring out how to unwrap the bag in new ways. I think I’m the only one in this class who enjoys unwrapping objects and I honestly can’t explain why :S haha

The chips had to be modelled separately because they’re going to be a food source for the birds in the game. Unwrapping them was easy, but because they all had to be done individually and then layered on top of each other for the UV Map, it took a long time XD

ChipUV

Chips&Packet

Next was a kind of rush job (I was getting really sick of rubbish by this point) of the rest of the rubbish items: The bin, dumpster, newspaper and coffee.

Rubb04UVRubb03UV

It’s hard to see because of the checker pattern, but the dumpster’s lids have grooved indents, and it looks rad, and I’m proud of it okay? Okay.

Anyway – that’s it! I had a lot of fun, annnnnd YAY RUBBISH!

Rubb05UV

Edit: All of these models have since been exported and tested in Unity, and are all in working order! Hooray! 😀

Spidey Colour Palette

Decided! 😀

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A mix between these two! 🙂 I really like the brown tones of the second palette for Raisins’ fur parts, but also like the idea of his head antennae-mask to have brighter variations throughout. And the leaf wings, of course 🙂

Updates on everything!

This post will likely be a bit lengthy, hopefully not too much though!

ANM:

For studio, I’ve had Steve go over my spider model, and he’s helped me retopologise Raisins, taught me about re-triangulating the model for when it’s put into UE, and given me some handy tips on rigging him properly.

E.g. I had no idea that I could turn Raisin’s actual wings into bones for the rig, so YAY knowledge!

dfsbrsn

Last week we worked on the Horse Walk cycle, which was really interesting to attempt. I feel like my final walk was okay, but I absolutely could not figure out how to adjust the timing so that the back an front legs don’t touch down at the same time. Every time I moved the frames things would go wrong, or I’d think I’d figured it out and would realise that no, I’d just swapped the timing of everything around. yaaaaaaaaaay. Stupid horse.

Horse_Walk

I’ve been making lights for the Games (Birdlife) project, and am in turn gettign great inspiration/ideas for how to model my broken lights throughout the level in the final creature project.

SPECIALISATION:

I’d started modelling all the lighting assets (torches, etc.) And I realised that ‘HEY, INSTEAD OF MAKING ALL THIS CRUD, WHEN I’M NOT FOCUSING ON IT FOR MY SPECIALISATION, WHY NOT JUST GRAB ASSETS OTHER PEOPLE HAVE DONE. THEY WILL LIKELY BE A LOT BETTER, AND I WON’T HAVE TO WASTE UNNECESSARY TIME BUILDING ALL THESE ASSETS.’
(It took me 2 hours to model, sculpt and texture a rock, that in the end looked pretty standard., and have since deleted.)

I’m still watching Digital Tutor videos on holograms and such, so I’ll hopefully be able to get assets from other sources tonight after work, build my level fully, and get to using Cascade ASAP.

Also, I’m researching games in history, particularly looking at their art style and their methods for lighting and particles, so HOPEFULLY I can gather all of my research together, compile it nicely, and get a blog post done tomorrow during class.

GET THINGS DONE DAKOTA.
YAY REVELATIONS.

torch

GAMES:

I’ve started modelling assets for the game ‘Birdlife’ and have come to notice just how many there are. My team’s designer hasn’t actually been very specific on the actual art style he’s after (He said a confusing mix of the games Shelter, Angry Birds and Life is Strange – wtf.)
So the programmers and I have pretty much just decided on the style, just so I can get to modelling everything ASAP.

bird5trees

2lights

These are some of the assets, happy with it all so far 🙂

Update: Our group now has Brandon as well, so yay I won’t be SUPER stressed to get everything done! Phew! We’ve been told we essentially have 2 weeks to make this game, and 2 weeks for polish. MUST GET EVERYTHING DONE.

CIU:

Our group is planning on making a basic game about transhumanism, so I need to model a main character, and mech upgrades for him – I haven’t started this yet (I was going to during this class, but the game art discussion took up most of that time, dang it) SO – I’ll hopefully do some of that later tonight (All-nighter anyone? XD)

CRUNCH TIME IS ON.

Oh yeah! I forgot!

I totally made colour palettes AGES ago, and forgot to post them 🙂

I’m pretty much just trying to grab darker, less saturated versions of what the others will look like… So it’s all pretty dark, and will look even darker with lighting effects 🙂

reds_env2 palette_env2browns_env123blues