Showing posts with label Paul. Show all posts
Showing posts with label Paul. Show all posts

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

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.

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.



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.

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





Progress on Karthos' rigging and skinning. Unsure how to handle the mouth bones currently, and the spine bends in the wrong direction when attached with an IK handle. Prolly my own fault on that part.

Friday, 29 January 2016

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.

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