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Sunday, June 30, 2013

Portfolio 2: Civilians

 
So I created the base meshes for our civilians for Grapple. The rest is going to rely on texturing. They'll be running around, spawning and despawning. There is still some fiddling to do but here is what I've gotten.
 
Civilian Models rendered in UDK Engine


Wireframe rendered in Viewport 2.0
 
We wanted to keep them under 3000 tris and make switchable parts. The textures are 512x512 and I tried making the clothing textures use the same basic shading and have switchable colorings. Details would be added on. 
 
 


 



~Bleep Bloop~


Friday, June 28, 2013

123D Catch and ReconstructMe Experiment

This couch was created through 123D Catch, where it's based off images of a real object.

 


These human captures were created through ReconstructMe using an Xbox Kinect.




You can potentially use these as a base to create more accurate models!
 

 
From what I learned, 123D Catch is best for objects.

Sunday, June 9, 2013

Portfolio: Gooey, my boy!

The Rarest of Super Smash Bros. Trophies
For my first portfolio piece for the summer I recreated a rare Nintendo Kirby character that I anthropomorphized, into 3D, Gooey, a little alien boy with a body that's practically boneless. I wanted to create a cartoon character model with an Nintendo-esque approach but I also wanted him prepared for a Super Smash Bros. universe brawling. So I referenced off a number of Nintendo texturing methods and modeling but had to consider the flexibility needed for his bendy, squash, and stretch animations to be captured just right.

Click or Right Click to Open New Window to Full-View.





Model Rendered in Viewport 2.0



Wireframe Rendered in Viewport 2.0







Final Model Rendered in Viewport 2.0


Color Textures


Normals Textures and Specular Texture

There were new challenges to overcome despite his simple appearance and it gave me time to work in UDK to see him in-game. I would not have been able to pose him without making a skeleton for his body and cape. I used the IK spline tool for his arms and tongue and smooth binded controller joints to the curve it created.
In UDK I introduced myself to the material editor. It wanted it to read the alpha that had a falloff but it seems UDK has it's limits. I wanted to capture the Fresnel appearance that I had in Maya and I think I got close.










Final In-Game Model

I also got myself acquainted to kismet to create a turntable animation. Tutorial Here

This was definitely an educational piece and I'm glad to have gotten so much out of it.

~Bleep Bloop~