Archives of 34Bit:

Tuesday, April 17, 2012

Environments for Games - Project A

Here are the final results for my crypt scene in Unity3D.  I had a lot of fun and really had to push myself to get this project completed in three weeks.  I hope you enjoy the results!



The Crypt Asset Models

Unity3D Screenshots





Wednesday, April 11, 2012

Environments for Games - Project A Week 2

Here is an update on my progress for my environment / level.  I have changed direction slightly, I am no longer building the scene for my old skeleton character.  Instead I will be using it, or forcing it into, the current game concept I am working on.  So I will be going for a more realistic feel with the textures and lighting.  Worked hard to produce most of the assets I need for the environment.  I have them modeled and unwraped but still need to create the materials and textures for the objects.  I also have an update to the Unity build.  It has been a busy week but I am more than happy with the results I am getting.  I hope you enjoy!





Unity3D Build Status:



Tuesday, April 3, 2012

Environments for Games - Project A Week 1

I have started another quarter at SCAD and I am taking the Environments for Games course.   I plan on really rocking out on the projects for this class this quarter, and I though it would be nice to keep a track of my progress.  The first project was to create a room... I will be working on a crypt in Unit3D.  Here are the results for week one: a perspective concept drawing and the scene laid out in Unity.  There is also a small right up explaining the why's of the design.



For Project A, a room, I will be creating a crypt.  I do want the scene to be slightly stylized, think 10-15% cartoonish feel, that way it will match an old skeleton character I created years back.  I have had thoughts of turning him into a game character and this project gives me an opportunity to set up his dwelling.

I will need to convey to the player that they are underground in the environment.  I plan on getting this info across in several ways.  The first and most obvious is the staircase with a door placed at the top of the ascending stairs.  To push the illusion further the door will be horizontal, not vertical, to help connect the door with a basement/cellar door.  This will also eliminate the possibility in the layers mind of the door leading to a second story and not the ground floor.  The second tactic to push the player underground will be to place air vents (acting as windows) near the top of the walls giving the illusion that the walls are sunken down.  And lastly the lack of real windows in the architecture helps solidify the fact that you are in an underground crypt.

I also want you to feel like you are in the basement of a much larger complex.  One way I plan on achieving this through the use of “window” objects.  There are several extrusions into the walls of the crypt; long rectangular cutouts for the dead and smaller cylindrical concave cutouts for idols and prayer offerings.  This will give the walls of the structure the illusion of thickness and the ability to support the massive building above it.  The ceiling was designed using multiple interconnecting arches, helping to support the illusion that this foundation can support the structure above.  It also helps drive the eye upwards into the concave vaults, giving the illusion of extra space in the cramped quarters of the crypt and ultimately leading the player’s eye to their current goal; to find the way upward to the rest of the level/game.

At the polar end of the players start, his “bed”, there is a large concave section of the room.  This is designed to help pull the player across the room and start the exploration process.  In doing so the player will find the hallways leading to the stairs and ultimately to the exit of the crypt.



Friday, January 27, 2012

Biped 101: Basic Keyframing in Character Studio


Biped 101 - Basic Animation Workflow


Here is a video of a demonstration I did during a lecture.  It follows a workflow I have developed over time to avoid common issues when animating in character studio.  Below is the written breakdown of the process I use to animate the biped, taken from the very first post on 34Bit.  I hope you enjoy.

Ralph Apgar's 4 1/2 Step Process for Key Framing in Character Studio

*Using this process involves using the Key Info rollout in Character Studio to record the keys. Do not use Auto Key or Set Key.
Step 1 -> 3: Setting the Tracks
The Tracks are located in the Character Studio Rollouts


Step 1: Select Track "Body Horizontal", Position the character along the X and Y axis. Record the key from the Key Info rollout.  You need to realize that once you select any track you now have the Bip selected. The Tracks are how you move the biped in world space.


Step 2: Select Track "Body Vertical", Position the character along the Z axis. Record the key from the Key Info rollout.


Step 3: Select Track "Body Rotation", Rotate the character along the X,Y, and Z axis. Record the key from the Key Info rollout.


Step 4: Position your character into its proper pose. Once you have the desired look select the whole biped minus the Bip. To do this double click on the pelvis. If you have objects linked to the biped that don't belong, sword, shield, and object that isn't part of the original config, you will need to unselect those objects. If so make a selection set for easy selecting in the future. Next, Record the keys from the Key Info rollout.


Step 4 1/2: Choose your Planted, Free, and Sliding Keys. In the Key Info rollout you have some other key framing options that just normal key frames. The Planted Keys, used to plant feet and hand in world space. Sliding keys, used similar to Planted Keys but allow for slight movement. Free Keys are used to replicate a normal key. This step is about deciding what keys are your planted keys and what keys need t be free keys. For example, if your character is walking the foot that supports your characters weight will be the planted key frame, while on the other hand the foot that is in motion is a Free Key.



Wednesday, December 7, 2011

The Ogre Rig

Here is a rig I am currently working on for a new ogre character.  My portfolio was absent a really nice custom rig, so I took to the challenge and create a custom rig for my ogre character.  Normally I use character studio due to the advantages of the modular animation setup, but with this model and what I intend to use it for, a custom rig was a solid choice.  I worked out twist bones on both the arms and the legs, I went threw several setups on that, and added in a facial rig and bones for his loin cloth.  One I finish I will give updated shots on my blog.  Here is what I have left to do: finish textures, skin, and animate.  I hopefully will have it completed by the new year.  And once that is done off to Unity he goes, he'll make an excellent character for my arena concept. Hint, hint!