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Monday, 20 May 2013
Objectives #2
UDK
Animate doors
Concrete barricades
Better lights
Fog
Barrel
Particle fire
Blood and soot decals
Enemy spawns
XNA
Menu implemented
Next milestone 25th
Semi finished map with most assets, off the list, imported. Enemy spawns set up to trigger and doors animated.
Wednesday, 15 May 2013
Objectives Last 3 Weeks #1
UDK
Environment mapped out with BSP brushes
Concrete and tile textures for general surfaces
Crate
Animated glass blast doors and archway
Animated metal door
Static metal blast doors
Next milestone 18th
Roughly laid out map with textures and some static meshes. Doors imported to be animated with matinee.
Environment mapped out with BSP brushes
Concrete and tile textures for general surfaces
Crate
Animated glass blast doors and archway
Animated metal door
Static metal blast doors
Next milestone 18th
Roughly laid out map with textures and some static meshes. Doors imported to be animated with matinee.
Thursday, 14 March 2013
Fresh Start
After spending three days trying to salvage my puppet model from my own poor workflow (moving it to and from max and mudbox and generally screwing up the UV's) I finally gave up. I realized that three days was all it took to sculpt my model in the first place so I just went ahead and sculpted a new model. Here it is all nicely painted with the boots, horns and belt from the previous model. I've left out the armor due to clipping issues when I tested some animation.
Wednesday, 6 March 2013
Messy Textures
Well not only are the normal map errors persisting but after importing my fully painted model into 3ds max I found that the textures display completely wrong. After searching online and talking to Gin about it I've realised that the UV's were ruined when I imported it to 3ds Max and then back into mudbox. My objective for this week is to try and repair it or set up new UV's for the model so that I can go ahead and texture it. Gin suggested I take the UV's from the base human model or create new ones inside max using pelt mapping.
Monday, 4 March 2013
Wednesday, 27 February 2013
Flesh Puppet
My concept for the basic enemies in my game is called the Flesh Puppet. These are human bodies that have been possessed (either before or after death) by the soul of a Demon. As my game will be played in first person I've decided to focus on modelling a flesh puppet rather than a human character. I can then use this in my game demo and 3D animation.
I started with the default human model in Mudbox. I started by messing around with the face and went for a kind of distorted scream mask look with burnt out eyes; a result of demonic possession. I cocked his head to one side though I've now realized this may cause problems with animation later down the line.
This puppet was a human soldier so I decided I wanted to dress him in a trimmed down Shadik military uniform consisting of: a Kevlar vest with a cotton vest underneath, trousers and combat boots. I sculpted the under-vest and trousers onto the model and decided to make the Kevlar and boots in max. I also sculpted the muscles to be bigger and look messy, as if the possession had grown the puppet unnaturally. You can see that I also messed around sculpting wounds onto the flesh of the arm and ribs.
Now on to max to make some combat gear for my inhuman soldier. My first design for the vest was a once piece Kevlar vest similar to real military but I changed my mind and decided to go for something vaguely resembling the imperial guard flak jackets from Warhammer 40k. Had a lot of problems with bad topology while making this vest but eventually managed to clean it up.
For the boots I started with a rough outline hoping that subdividing it in mudbox would add improve the look.
Well that didn't work out =(
I tried messing about with the mesh in max again but eventually scrapped it. Starting again I decided I needed some references and after searching the internet for motorbike and military boots I found two concepts that helped me model my new armored combat boot. The first was a set of trails motocross boots that looked both lightweight and armored. These are primarily what I want my boots to look like, especially with the padding folded over the front and strapped in place.
The second image is a concept for a set of armored military boots. I took inspiration from this and used the side blueprint inside max as a reference. Tabi Tact boot concept
I started with the default human model in Mudbox. I started by messing around with the face and went for a kind of distorted scream mask look with burnt out eyes; a result of demonic possession. I cocked his head to one side though I've now realized this may cause problems with animation later down the line.
This puppet was a human soldier so I decided I wanted to dress him in a trimmed down Shadik military uniform consisting of: a Kevlar vest with a cotton vest underneath, trousers and combat boots. I sculpted the under-vest and trousers onto the model and decided to make the Kevlar and boots in max. I also sculpted the muscles to be bigger and look messy, as if the possession had grown the puppet unnaturally. You can see that I also messed around sculpting wounds onto the flesh of the arm and ribs.
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| Sculpted model without additional gear |
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| This is a working version of the vest and I'm aiming to improve it soon. |
For the boots I started with a rough outline hoping that subdividing it in mudbox would add improve the look.
![]() |
Well that didn't work out =(I tried messing about with the mesh in max again but eventually scrapped it. Starting again I decided I needed some references and after searching the internet for motorbike and military boots I found two concepts that helped me model my new armored combat boot. The first was a set of trails motocross boots that looked both lightweight and armored. These are primarily what I want my boots to look like, especially with the padding folded over the front and strapped in place.
The second image is a concept for a set of armored military boots. I took inspiration from this and used the side blueprint inside max as a reference. Tabi Tact boot concept
The boots are unfinished but here's a quick render to show the difference in shape and detail compared to my old ones.
All I've got left to show is the latest textured version of my model but I'll save that for when I've finished texturing it and added gear.
Thursday, 24 January 2013
The Cities of Chaos
Time to let you know what I've been working on for my game concept tentatively titled:
Cities of Chaos
So welcome back to the Realm of Chaos. Over the next few weeks I'll be uploading screenshots of all my working and finished 3d models including: a demon infested soldier and an animated vibro-blade. I'm also going to post some bits and bobs from my GDD including a few menu mock-ups and what have you.
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