Tuesday 31 January 2012

Motion Capture

I have been in to use the motion capture studio with Gemma and Edoardo a couple of days this week and have managed to record a comprehensive list of animations for both of my game characters, I have to clean up the animations so they are useable but I think it will be very interesting and extremely useful to get my characters to be more realistic in their movements.



Saturday 21 January 2012

Models in UDK with normals and colour maps

These are some pics of my two models in UDK with normals and colour maps on, The enemy model is a much higher poly mesh then the character model.


New Enemy Model

So I decided to try to make my enemy model more hi poly, I took the second sub division out of zbrush instead of the lowest one, this allows me to not have to modify the topology in maya and also have much more detail in the mesh, one problem is that I had to take the lowest sub division of the hands from zbrush as the second sub D is way to hi poly, the way this complicates is that to connect my hand to my mesh I have to end alot of lines in triangles around the wrists. The model itself is actually flawed as the way I modeled it it would not deform the arms correctly, this is due to the unusual pose that my reference photo was of.





Saturday 14 January 2012

Normal map test in UDK

So, I've been having problems with normal maps, but it seems that its just maya who's being difficult, as when I exported the torso into UDK and made a second UV set for lighting the torso looked pretty good normal maps and all, I now need to fix some issues in the texture in photoshop, and I also need to fix the seams.


Friday 13 January 2012

Normal stuff

Having some problems getting a good normal map on my enemy, looks acceptable in high renderer viewport but when rendered it looks amazingly bad.


Monday 9 January 2012

Enemy model

I have now finished sculpting the enemy model in zbrush and are now in the process of converting it for use in-game, basically going from a several million poly version to a low poly one for games, the pictures below are of the high poly version as it looks in maya, decimated using decimation master in zbrush.

The final model in game will of course have hair as in the concept for the character, this will be buildt in maya.