Saturday, October 27, 2007

The Unreal map for Machinima



I am using a modified version of a map I created earlier. Mostly because it fit my Animatic story setting. Partly because I believe in effective use of created items by me, that may at times come in handy.

Unreal Map props



Some rocks were featured in my animatic, therefore it seems only right to include them in the Machinima. This is my mesh and, the rock texture is a photoshoped picture I took.

Hurahh!

Thursday, October 25, 2007

Run!



Yeah nearly there! Woohoo!

Sneaking



This lighting and camera angle was looking ok, so I figure it may give some diversity to the pics I've been capturing.

Saturday, October 20, 2007




Run boy run, like a bad boy. anyway this quick render is frame one of my run animation, it appears to have fluid motion though as i move on and do my other animations, I may yet need to 'tweek' them a bit.

Monday, October 8, 2007

Second character



Well this photo referenced character image seems to work ok, as far as this project goes there is little time left to scrutinise over it more, as there are so many other things to focus on.

Tuesday, October 2, 2007

Progress on skin

I have made some progress tonight on the skinning of my model. Right at the moment I want to just save and close and come back with a fresh mind as to what my goals are. Lately I've been researching many things, some helpful though that in itself is time consuming.

Thursday, September 27, 2007

Skin and rigg trouble! Oh boy.



Unfortunately I am having some trouble, for some unknown reason, the clavicle's (shoulders)keep popping up of their own accord. Not good, because it does ugly things with my arm skinning. At this point I should throw out the skeleton and start from scratch lest It grieves me more later!

Friday, September 21, 2007

Skin and Rig of biped



The screen capture here depicts my character with an edit envelope highlighted, this is the area where the related bone affects the mesh. The importance of getting this procedure right, is so the character will animate without stretching the mesh in a horrible way. Therefore when I work on my animations, I can be happy because I'd done this right! Each step is important and needs attention.

Tuesday, September 18, 2007

The Merc from UT



This is the Mercinary that I hijacked, duplicating the xscale so that it would fit the animation cycles. Worked well.

Sunday, September 16, 2007

Face 2




This a an Image sourced from the web, I am using him as a reference for my second face, it is nearly ready, just a few touches and tweeks and I'll post it. First I need to try it for fit, and make any adjustments. Though it is looking really good.

Friday, September 14, 2007

Playable test in UT2004 (without texture)




So this is my mesh inside Unreal Tournament, it does not have my texture on it here.
As I said it is a test to see if I could import it, and considering that this step alone can be problematic, It is nice to have it work. I still need to spend time on my textures and then import those into Unreal Tournament where it can be applied to the Mesh. So Many steps! But never the less this is good, and indicates where adjustments may need to be made with the skinning of my model, so as we do our custom animations it will look right. Also we have use of all the existing animations, in my case here from 'human male a', whom I hijacked.

Wednesday, September 5, 2007

Character eye

I painted my character eye seperately from the face , then integrated that after. I will post the full face soon after I have tested and tweeked it.

Behind the scenes development of Stranglehold

http://www.gametrailers.com/player/24192.html

Tuesday, September 4, 2007

Animatic DE107's

This is my animatic. (Animated story boards) With edited text.

Saturday, September 1, 2007

Animatic.. DE107's Hu-Ahh!!

Hand Drawn character sketches were imported into 'after effects.'This is useful to help pace out the timing of the story in relation to the machinima.
The animatic is a simple representation of how the story will play out, though it has only simple motion and cut scenes, it vastly aids the story telling process, and conveys the story to others effectively.
This is a means to an end, part of a process rather than something final.

Body UVW Template

This is the body of the model, symmetry was used in creation of my 3d mesh so there is two legs arms and feet laid over, so there is one that needs to be painted (great time saver.)