Friday, May 2, 2014

Best update ever. (With animated gifs!)

So I got everything working, and when I say everything I mean animated textures, overlays, hard outlines, the works. I have multiple lights in the scene which create a really dramatic lighting effect that works well.

Here's a demonstration of the layered textures that allow for eye/hair color customization.


And skin color variation, as well as layered clothing.


Oh, and I finished the male leather armor. Yep it's pretty much done. I still have to go through the process of bringing all the layers in, but I've been meticulously organizing everything into unique folders (as I now have a truckload of tiny little individual assets)


As far as their pauldrons and accessories, those will be turned on for the final render. It's probably going to be four complete rotations total (2 each of the male and female) and random assets off to the sides to accompany them, then maybe a few shots of them in dramatic poses with the assets at the end.

Friday, April 25, 2014

Turntable Setup

Just a quick update here as I get the turntable set up to display the work I've done so far. Work continues on the male leather armor now that I have mudbox working here, and I've created a simple turntable. I'm having some issues with Maya 2014 however so I'm being forced to upgrade to Maya 2015 before I can render out the work.

This is an example of what's going on right now. When I go to render anything out in the current version it renders for a fraction of a second before immediately stopping, so I'm guessing it's a problem that will be solved by ugrading.

As far as the male armor goes, that bit is nearly done, and essentially just needs the detail work as well as the shading and hi-lights to be added.



As soon as these are completed I'm going to start layering all of the textures that I have avaliable. Including the base I want to have at least three texture layer sets, so I'm going to try cranking out some chainmail/ringmail for both genders this coming week. Layering will also allow for different skintones (easily) and facial expressions once I get it working.

All right, that's it for now.

Friday, April 18, 2014

Armor upgrade!



Vastly improved armor for the female character. Up next is the male.

Friday, April 11, 2014

More stuff!

So right now I'm working on adding weapon and armor assets for the main character models before I go and try scaling them for the various races (so that I can scale everything accordingly once it's all done). I'm going to do a basic set of leather armor and plate armor for the male and female models. The hair options are essentially done, however I can't show my mudbox work from home as I'm in the process of updating it at the moment. The female leather armor is about 50% complete right now.

Instead I'll show you the weapon models that have been finished. These are all UV'd.
They'll all be following the same general art style as the halberd here.

Polearms


Shortbow


A greatsword



So that's the update for now until I get mudbox up to date on this machine, then I'll have more to show off.

Friday, April 4, 2014

Sketchfab!

Sketchfab is a cool way to display models that doesn't require any extra download or plugins to use. It allows me to show off what I have in 3d!

The Male base model



The female base model with a hair option


Friday, March 28, 2014

Texturing!

Right now just doing a bit of texture work on the male and female models. The base unclothed model for the female character is essentially done here in mudbox, and I'm still doing work on the male and should have that completed soon.


Friday, March 14, 2014

Assets and stuff

Stuff for the forge

An Anvil


A storage bin


A forge with coals inside


A coal shovel


A barrel with a temporary texture


Also, here is an example of what I want the animals to look like (and roughly how low they should be.) Something like a horse will likely contain quite a few more polys, but smaller animals like this cat will contain less. The cat sits at 400 tris.


Friday, March 7, 2014

Random Stuff

So I got a bit distracted from the main body of texturing I need to do this time (but I did learn quite a bit about texturing none the less) and instead did some work on side projects.

I went ahead and modeled and textured a crowbar axe

And finished the modelling of a capsule gun



It's also important to note the huge difference and massive amount of texture space I saved on the crowbar axe.


Here's the first version


And the second, which saves a huge amount of space

Now I'll complete the texture work. That's all for now.

Friday, February 28, 2014

Quick update!

Just a quick update here. I'm currently texturing the UV'd models in mudbox so there isn't a whole lot to show here. The completed models will be ready around the middle of next week, fully skinned and ready to be modified accordingly.

As the heads are on their own UV panels it means that I'll be able to easily add facial 'animation'. Essentially I'll just have a variety of preset character expressions that can be drawn from (happy, sad, angry, afraid).

All right, that's it for now!

Friday, February 21, 2014

UVs complete!

The male and female UVs are complete! What this means is I'm essentially good to go as far as texturing, so that's what I'll be doing the coming week. It also means I can begin reshaping the models to define the nonhuman races that will be in the game.

Female


Head
 

Male
 


That's all for now. See you next week!

Friday, February 14, 2014

More Character stuff!

So I've essentially finished the male and female body and now I'm going to be UVing and texturing them.



Right now they have the same head, but I'm going to go in and make the female face more feminine. A few more geometry tweeks may be needed, but I think everything is in order to be UV'd.

Additionally here is an idea for how the weapons might look ( pre posterization/cartoony effect)





Monday, February 3, 2014

Characters!

A small update today. The male character's model is coming along well. Once I get some feedback on Wednesday I'll move on to getting it UV'd and textured as quickly as possible. I've also begun work on the female model, but there isn't much to show there (still working out the reference). I think I may just use a modified male head for the female model.


That's it for now. My plans are to have the model essentially done by the end of the week, an the female blocked out.

Sunday, January 26, 2014

Mini-Update

Just a quick update while I'm at the Chico Game Jam. I finished the first page of the design document, and will go ahead and will put it here so that people understand the general concept of the game.

Version 1.0
(updated 1/25/2014)

1.1  Executive Summary
     Heroic Souls is a game where you take control of an adventurer in a city in a constantly changing world. Other heroes buy and sell, craft goods, and go off on their own adventures. They are able to influence the world much in the same way you can. You, the adventurer forge your own path with or without interaction with the other heroes – you can form a guild and help train aspiring students or simply go off on your own and seek treasure guarded by great monsters.

1.2  High Concept
     The high concept or premise is to create a game that seeks to entertain through the infinite possible interactions between other heroes as well as making an impact on the world through personal means.

1.3  Core Gameplay

     The core gameplay consists of the player first entering the world as their chosen race. They develop and evolve as they choose – they can either be a fighter, a mage, a thief, someone who crafts and sell goods or any combination of these. The player can choose to interact with other heroes and band together, form a guild (or join an existing one), and may live life in town making profit through various means or go off adventuring.

Saturday, January 25, 2014

First post!

So here's my first post discussing my goals, timeline, and general strategy for tackling the projects ahead as well as what those projects actually are.

This semester I want to work an a large variety of assets for a game. The game's title is Heroic Souls. For the game I'll need a number of low poly (500 - 1000 tri) character model as well as low poly assets for everything a medieval fantasy crafter and adventurer might need.

I've got a few assets done already, particularly low poly tools and a few environmental assets. For the next two weeks I want to build the male and female human character models. These models will provide the basis of all the humanoid races (halflings, elves, dwarves, etc) as they can be easily modified to meet the proportions of the those races.

Here are a few images of some basic stuff I have completed already (mostly just to get an idea of the art style and feel of the game)




 Finally here's a basic timeline for the coming weeks (subject to change)

Week 1 - Male & female human characters modeled
Week 2 - Human characters textured
Week 3 - Modify and complete core humanoid races
Week 4 - Work on and complete as many North Continent environmental assets as possible (trees, rocks, etc)
Week 5 - Work on North Continent city aspects (buildings, walls, architecture)
Week 6 - Continue work on city aspects
Week 7 - General City Props
Week 8 - Design basic weapons and tools (generic and interchangeable)
Week 9 - Work on weapons and tools
Week 10 - Northern Armor and clothing design
Week 11 - Continue clothing design
Week 12 - Start Animal/Environment models (pigs, cows, horses)
Week 13 - Animal models