Tuesday, February 18, 2014

Archer Instinct

First of all had to do a title change to match my game intro screen. Here is an update of the bow with textures and it is also rigged now. I have been running tests of the animations in Unity as I have never setup animations to be taken into Unity. So far from the tests I recommend completely cleaning your scene up. Most of the rig and controls don't translate from Maya into Unity. It's best to bake the animation to the joints and then export that into Unity. I'll update as I run further tests.


Textures are looking pretty nice. The rig is setup so that the red control is used for the bend of the limbs and the yellow control is for the draw of the string giving more control of the appearance. The blue controller is the super mover for rig placement and scaling. Time to work on the textures and rig for the arm more to come...

Monday, February 10, 2014

Instinctive Archer menu screen

Here is what the game screen is looking like so far.


I have finished texturing the bow model which I will post a little later.

Thursday, January 23, 2014

Instinctive Archery


Some screen grabs of the bow for the archery game I'm working on. Hard to tell, but the normal map does make a difference.


Here is what it looks like as a whole. I'm currently working on the textures for the body of the bow. I will post more as I progress. So far from this experience I have learned that making even a simple game is quite a bit of work. I'm only in the texturing stage. I feel like the programming side is what will take up most of my time.

With the normal maps I spent a lot of time testing texture baking with Turtle. In the end I used a slightly higher poly mesh and baked the normal map texture in mud box which had excellent results.

Here is a shot of my UV's:









Friday, January 10, 2014

Instinctive Archery

Models for an iOS game I am working on


Thursday, November 7, 2013

Race Craft

WipeOut

Concept sketch I began with.The shape changed quite a bit.



This is a lowpoly model I am working on. It was inspired by the Playstation game WipeOut. The mesh is 990 tris. I think it looks pretty nice with the normal map. Right now I am just working on the textures. I need to dirty it up a little bit. I also want to make and engine on the back. More to come.


Here is the model with the finished textures.

Tuesday, September 24, 2013

Sunnyside School Park Trash Can

I took my son to Sunnyside School Park (off of Belmont and like 35th I think) I really liked the look of the trash can they had there so I took a bunch of pictures of it and throw it into Recap which created a 3D model of it from there I cleaned up a very high poly model. It had around 1 million tris. I created a low poly mesh from it and then I baked the textures onto the low poly trash can in Mudbox. From there I cleaned up the textures and added the spray painted WAC on the side. The final mesh ended up being 401 faces (756 tris).
This is one of the reference files.

Wednesday, September 4, 2013

Lowpoly Bust and Pillar


Here is a lowpoly model I made using Maya and Mudbox.



This is what it looks like with an Nvidia Shader.

A closer look at the bust. Totally bustin' out!