Friday, May 9, 2008

Wednesday, March 5, 2008

Okay changing everything from default to absolute fixed my world.. joy has come... slightly....

grr

why wont trax editor ignore the other clips where they ended?!? example

U disable the other two clips in trax, and t he clip i created plays out exactly how i a nimated it, I turn on the other clips then they SOMEHOW affect the clip and cause it to r un or move and shape shift like some sort of ****ing blob from another ****ing dimension.!!!

trax editor

trax editor is retarded.

Run Cycle


run cycle, even though he is more along the lines of clodding, than running i dont have time for everything, it is sufficient. if i wanted better animations i would have done a full rig.

getting closer and closer




play blast of some trax editor animations, god what a battle.

Tuesday, March 4, 2008

Rigging dayz








Ok update time i suppose

I have alot to update, And i am going to post it in individual posts so id ont have to be bothered with re-organizing pictures and crap around text. blogger sucks for that.

Monday, March 3, 2008

omg my scene

my main Slum scene has dissapered from my public folder, i have older backups of it, but thats rather..... ANNOYING. i had alot of things fixed in the updated version.. sigh.. last minute set backs...

WOOO TRAX EDITOR

i figured it out after 10 heart pounding minutes. okay thats all.

Tuesday, February 19, 2008

Okay, cool

a quick low poly Common enemy has been finished, I dont think i will bother to smooth it to keep the poly's down since there will be multiple clones of this model.



824 Poly's Excluding the gun im going to Model.

Monday, February 18, 2008

Decisions and speeding up

well ive tried a few new process for texturing mentioned to me by chris and a few others and i finally decided to try it out and i kinda like it, its simple and it makes me wish i used it in the begining, but thats part of the learning process aye? ive began texturing the low poly cheap enemies with this process, im only using two sides for the texturing of these guys but its turning out quite decent, to the point im kinda thinking i will retexture my main character completely, Infact i think i will, But i am running out of time, so i am definatly gonna get started with trax editor before fully retexturing anything. here is the progress On the texturing, and what not.



Sunday, February 17, 2008

Unveiling Unveiling Uneiling!

Unveiling slowly, my progress is finally becoming satisfactory. Ive been spending an unreasonable amount of time getting the textures and stuff right to the point where i've begun opening multiple Mayas and working on more than one thing at once. Ive Made and textured my characters Gunand given his body a bump map, i still need a bit of a bump map for the skin, and tone down some areas of the bump mapping, but so far i like it.






i've gotten a Quick And useable blockout of my 2nd scene for my game concept. here are some shots of that.







On top of that ive managed to begin and almos tfinish an extremly low poly soldier for the means of SHooting and Mauling, wahahahaha..... here he is.

Also again i must state that my character textures are MADE by Me, and that means, dont take em. yes they are crappy, but they are still mine, 80% of the environment textures ive used that you have seen have been used from a public texture filter sight Known as Filterforge, if you are interested in where i've gotten some of these textures, go there.

Friday, February 1, 2008

Fixed Some Stuff

Some of the faces my textures are applied to somehow had their normals reversed. ive been fixing them as i find them, bloody annoying, it makes my bump maps appear to be using a negative setting over apositive one. However i did find that it was the normals being in the wrong direction, I wish i knew more about WHY normals are not in the correct direction from the start in order to avoid the problems. also I am adjusting some textures to look better. i have a few closeups to show the quality of the bump mapping and diffuse mapping that im using.




Bugs so soon.

Damn bugs. i might be over looking something but ive been using "Use all Lights" in maya to try and get some sort of decent lighting going. now everything seems fine and dandy for a while but any new lights ive created REFUSE to update the light map, meaning i have to RENDER each time i want to adjust the light map.. gotta find a way around it! im so tired T_T.

Z-Brush

man, i really want z-brush, but i dont have it. a few other people made quick work of their texturing by painting their models Using Z-Brush. however ive never used Z-brush nor do i have it. but it would make doing this model Much Easier, But at the same time would it be useful for the stylised sort of thing i want to do. All Z-brush work ive ever seen has been pretty realistic or detailed. and while i do want detail i dont want realisism to the extent i lose my stylised character. hmm Something to ponder about i suppose. But it would be interesting to at least experiment with it.

Thursday, January 31, 2008

Current texturing progress.

Currently texturing still and testing my textures against an IPR render. that way i can select a region im texturing and test to see how it is coming out. I need to find out how to increase my Pixels per square inch without creating a new document in Photoshop, not sure if thats possible or of its possible to make a new document with the increased Pixels per square inch and paste the current texture progress into it. and rework the lines for an improved quality texture, but untill i find out im stuck with the current quality i have.



Yes the image is very bright, this is me testing the texture against the render. i increased the lights brightness because the texture is extremly dark as the Idea behind what i want to create is also very dark. so i increased the light to see the minute changes like drawn on darkness and stuff on the model. i dont want to completly focus on texturing in this unit however as this is only the 2nd time i've ever properly textured anything, however i feel my own genius may once again win out (cocky laugh) lol kidding of course (to a degree.

I am currently using a leather texture that i have edited and made much smaller, and then i placed the copied texture over the shot of a 1024 x 1024 image of the UV mesh's, then began drawing on top of it bit by bit to get the rest of the coats feel. once that is done i plan on making a copy of the image and removing the colour that way i can then edit the black and white version into a suitable custom Bump Map. Then Another Copy into the other 4 shades for the ramp shader. and a diffuse map. the process might prove extremly lengthy however as i am working on my own and have at least 1 other generic Low poly character i need to model as well. I feel that would be easier but still working on my own puts some ideas on the pirates plank to being cast out.

CVA 204 Brief & texture Idea and stuff... stuff

the following is what ive decided to write up for my project brief:

CVA 204 custom Project Brief

I am working Alone on a project focusing on Game design, trying to showcase my ability to Model animate and texture in general.


I want to concentrate mostly on the Conceptualisation to modelling and animation of those concepts. While I do realize I’m being slightly broad, I feel that game design isn’t all about keeping poly counts low (especially in this age of 20 million polygon character mesh’s). A lot of work goes into that of a game, from 2D concepts to turning those 2D concepts into something feasible in the 3D realm of modern games. On top of that game concepts are not just static representation of the characters put into the game, but are there to give the feel of the game as well, through style or Movement in the character concepts.


While I am relatively unfamiliar with the modelling process of game models, I feel that current technology alleviates me from some of the tethers set by the Original Brief. Which is why I want to re-write my own brief as the polygon limit on the original brief is rather an archaic. I will aim to keep my polygon count within feasible standards, as basing my work off of something as advanced as the Unreal Engine 3 sets the bar too high for me with my current skill. I aim to keep my Main character Mesh below 50,000 polygons, and also aim to keep the outside world Below a certain polygon count, however with my unfamiliarity with game loading systems I’m not sure how to create an expansive Environment and limit polygon view range, so I’m going to give myself around a 60,000 polygon limit on the outside environments, while leaving a 20,000 Polygon limit for inside environments.


Texturing of my Model will be standard 256 x 256 512 x 512 and 1024 x 1024 tga texture files. And my Main character mesh, and Sub-character mesh’s will be made of self drawn Textures.


I want to present the work as More of a showcase of what the game can and would be. Displaying a moderate amount of “game play” by mixing animation, and thematic environments in the final outcome of my project.


---
there my project brief. i had to re-write it as i left the original on the PC's in UNI haha.

a 1024 x 1024 texture im working on for Zachs Upper Body texture.


one of 5 Textures made for the face. I am planning on Using a ramp shader to texture Zach with 5 shades 1 bright, 1 normal and 3 darkening textures. to give it a stylised, but not cartoony look.
I plan on posting some more of my concept work other than the 2 pictures i have in the previous post.

Wednesday, January 30, 2008

man oh man progress.

Well, ive been working alot, and managed to forget to update the blog with my progress. and then i just deleted everything i wrote by accident and over wrote the copy.
Ive decided (more like arm twisted) to do a game design project. I'm basing my modeling on a High End Unreal Engine game system, giving me a fair amount of freedom on the polygone count. Unreal Engine 3, is a bit too much for me to handle though (20 million poly's?! yeesh) Especially at the stage i am at. Im not much for tutorials and what not im more of a press this now find out what it did Later kind of guy. here is some progress on the model of a character ive drawn a million times before, a character i'd always envisioned making a game for, even though this is more of a concept than an actual game it is kind of fun to finally be doing something along these lines. His name is Zach, and the following are drawing i've done of zach in the past and the current model of his head etc. Im going to make him around 40-50 thousand poly's.











Other Work I've been doing is also the level design, the game starts in a Town that ive sketched out before (ill have to find a sketch). but it is basically a slum set around 200 or so years in the future. this is the scene that Zach will be walking around in. I need to edit some bump maps. and stuff for the render view. its unsatisfactory for me. but heres some shots.






I have written a brief but to be honest im not sure entirely as to what i should say to beef out the brief a little bit, it looks a bit flimsy, i know what i want to say But i dont exactly know how to word it. Or how it is expected to be written, Ill probably edit it tomorrow and then post it up on the other Post.

Wednesday, January 23, 2008

Forgot!

urgh i forgot i had this blog, and now that i think of it i forgot quite a few other things as well. I will be posting updates on the latest Project, for which im planning on Doing a game design self brief sort of thing. damn you jared for pushingme into this. i l ike to keep my ideas open, but oh well no time since im solo.