Showing posts with label Paul. Show all posts
Showing posts with label Paul. Show all posts
Friday, 29 April 2016
Friday, 22 April 2016
Player arms idle poses
Current status of the idle animations for the weapons. Need to test these within the game to check how they line up with the camera.
-Paul
Monday, 18 April 2016
Player gun posing update
Current state of the arms holding the guns. Need to give them animation for idle and shooting, and need to test them in engine with the third person camera to see them in relation to the camera's view.
-Paul
Friday, 11 March 2016
Final player arms version
Labels:
Arms,
Paul,
Player Character,
Retopology,
Rigging,
Skinning
Friday, 4 March 2016
Player Arms V2
Reworked the arms in ZBrush and retopologised them. Hopefully these ones will work a lot better with the topology, and should animate better with the guns.
Labels:
Arms,
Modelling,
Paul,
Player Character,
Retopology,
Rework,
ZBrush
Friday, 26 February 2016
Player character animations attempt
https://youtu.be/HwWaL03jKYk
https://youtu.be/RL44SizGq-0
https://youtu.be/uovegHQ-EM4
Tried to get as much as I could done for the character's animations atm. The skin between the wrist and hand twists far too much to be able to position the hands where I want, and the shoulders have to rotate around completely in order to pose them without this issue. Scale is also wrong on the guns and I had to size them up, but with no clear scaling for them between modelling and engine imports. Can't do the shotgun currently because it's difficult to judge the scale and get the hand onto the pump at the moment.
https://youtu.be/RL44SizGq-0
https://youtu.be/uovegHQ-EM4
Tried to get as much as I could done for the character's animations atm. The skin between the wrist and hand twists far too much to be able to position the hands where I want, and the shoulders have to rotate around completely in order to pose them without this issue. Scale is also wrong on the guns and I had to size them up, but with no clear scaling for them between modelling and engine imports. Can't do the shotgun currently because it's difficult to judge the scale and get the hand onto the pump at the moment.
Friday, 19 February 2016
Player rig
Made the rigs for the arms and the body separately as per Dan's request. Body is kinda iffy with the rig around the hips area, and fingers will need rework if there is time afterwards.
Friday, 12 February 2016
Wednesday, 10 February 2016
Alien hunter animations V2
Updated the idle and run, as well as added a bite onto the list. Last one's not part of my target, but I managed to work it in since I finished the other two to a decent state.
Alien hunter animations V1
Current state of the alien hunter's idle and run animations. The foot on the idle keeps lifting up for some reason, yet it's still flat on the ground in Maya. Might need to keyframe it more to lock it to the floor.
Friday, 5 February 2016
Karthos rigging
Friday, 29 January 2016
Retopology and Unwrap of player character
Friday, 22 January 2016
Retopology progress
Current progress on the retopology. May need to go back into the sculpt and change a few things. Zremesh seems to have messed up the hands a little, so that could be a major fix to sort out.
Tuesday, 19 January 2016
Player character sculpt
Progress on the character atm. Sculpt's pretty much done, retopology will be started on later today.
Labels:
Modelling,
Paul,
Player Character,
Sculpting,
ZBrush
Friday, 15 January 2016
Player character progress
Current progress on the player character. Managed to get the ART tools whitebox done and rigged to one of the animation sets in the third person template, but not the first person one. Sculpted in ZBrush a bit to get an idea for the armour for the character.
-Paul
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