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Post mortem

Published by arash on Friday, April 11, 2008 - 10:18:06 - Filed under Updates

Post mortem

And that’s a wrap

MS3 delivery

Published by antsun-4 on Tuesday, March 18, 2008 - 13:33:20 - Filed under Updates

FINALLY finished putting everything together. Curse those last-minute problems that have nothing better to do. >=(

MS3 presentation

MS3 delivery

I believe I shall have some sleep now if no one minds.

Just a small update

Published by antsun-4 on Saturday, March 15, 2008 - 18:59:11 - Filed under Updates

After some rather frustrating problems, I’ve finished rigging the butcher:

butcher_pose.jpg
Ah, fresh meat!

Now I only have to make some small animations for him and the main character and then they’re ready to be put into our level. We’re almost done. =)

into the world of Unreal…

Published by gunfor-5 on Friday, March 14, 2008 - 18:03:50 - Filed under Updates

I have been working hard with the world scene. I have made the terrain, imported the house and the monster and even got the monster animation to work perfectly. I have made my own custom shaders from unreals default shaders and tweeked them for my own purposes. I had some problems but I have solved them all, I dont have any problem errors and I feel very secure with this editor now. Its really fun and you can do everything with it. for example, I just happen to found a physics editor where I could build a physicasset for my monster, and once attached, I could press a play button for the simulation as the monster dropped to the floor. That was really fun to play around with :D
So now Im setting the light. The scene is supposed to be a night scene with a sharp moonlight.
I found a skydome which I remade from cloudy-sun-day to cloud-moon-night :) Im going to light it abit specially to make the moon effekt with the clouds floating past it. it will look really nice.
And I will have to remake the water shader so the reflections match the sky darkness value.
when everything of that is done, Im just waiting for Anton to give me his characters so I can import them and make the ready for the scene :)

oh, we even thought of having a rainy scene…maybe we will, it sure looked cool. ;P

Monster animated!

Published by arash on Sunday, March 9, 2008 - 19:55:39 - Filed under Updates

I know, animation is not my cup of tea but I really wanted to give life to my creation.
He will walk around the scene and scream.
enjoy!

Monster animation

House finished!

Published by gunfor-5 on Saturday, March 8, 2008 - 20:51:26 - Filed under Updates

Now im working with trees and the rest of the scene, it sure is hard.
anyway, here is the house.

housearound.jpg

Progress - butcher

Published by antsun-4 on Saturday, March 8, 2008 - 18:32:24 - Filed under Updates

I just remebered I haven’t posted any of my progress on the butcher. =P
Well, time to change that. Here he is:

butch01-copy.jpg

butch02-copy.jpg

I still have some texturing left before I’m satisfied.
Despite the delay, it seems I will be done with the butcher in time after all. =)

Final texture for the monster

Published by arash on Monday, March 3, 2008 - 15:54:02 - Filed under Updates

updated texture…

final1.jpg

Monster Turnaround

Update - main character

Published by antsun-4 on Sunday, March 2, 2008 - 18:38:32 - Filed under Updates

Well, I finished rigging the main character some days ago and I think it’s working alright, being my first complete rig ever. It took some time and a bunch of tutorials, but I feel I know a lot more about rigging now than when I started:

main_pose1-copy.jpg

main_pose2-copy.jpg

main_pose3-copy.jpg

I’ve since been trying to import him into the unreal engine and all’s well, except for two things.
Firstly, the controllers on my rig followed along, since they were simple polygon meshes. I didn’t know the exporter would take those with. I’ve replaced them now with nurbs circles that do not show in the editor.

Secondly, I have an extremely weird lighting problem. For some reason, there’s an area on my capscreen that refuses to cast shadows:

blog_main_error.jpg

As you can see, part of the face does not recieve shadows from the capscreen. However, if I place another object in front of my light, that area recieves shadows and everything looks as it should. It’s not the whole capscreen that behaves like this it seems, just a bit of it.
I have no idea what’s going on and I feel like I have tried everything logical I can think of, like removing the textures, normalmap, fattening up the capscreen in maya, pressed all the buttons that seem relevant and nothing works. The only thing that sort of makes it better is if I press a button that forces the light to cast stencil shadows but then the shadows look crappier and there is still an area that’s unlit.

If no solution shows up, I just have to live with it. It may not look as bad in the finished product with a more advanced lighting.

Oh, and my normalmap showed up wrong first, I was told that the green channel of the normalmap becomes inverted for some reason when exporting to some engines, so I just had to invert it in my normalmap texture and problem solved. =)

I am currently learning more about unreal editor’s matinee tool, kismet. If we are to have animations on our characters when we play the level then we have to use kismet to apply them, it seems.

Monster final touch

Published by gunfor-5 on Thursday, February 28, 2008 - 22:37:33 - Filed under Updates

Im done with the rigging of the monster now. I need to work alittle more with the specular map for the unreal engine since its abit different from mayas result. But I will mostly work with the environment for our scene.

4leggercg.jpg