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Keyshape autokeyframe
Keyshape autokeyframe











This would be the equivalent to my silhouette stage, seeing which shape I preferred.Īs opposed to drawing entirely different shapes, I decided to iterate on an initial design.ġ - A floating small oasis with a pond and trees around it. I originally drew some really rough and dirty concepts just to plot down the ideas in my mind. I find those really cool so I decided to make my own.

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As a kid, I always remembered characters in the desert hallucinating an oasis when they’re on the brink of insanity. I went with a more agile development approach as opposed to a heavily structured one. I like marmoset because you can export your scenes into unreal engine if desired. My overall plan was to get this successfully displayed in real-time, in marmoset toolbag. I have never created an environment before, so I had to do things a little differently to what I’m used to. My task for this month was to create a diorama environment. I used the ambient occlusion then generated a roughness texture for variation. To pose the character, I used zspheres and transpose master in zbrush.įor the material, I baked his normals and ambient occlusion. The character is unrigged and posed for aesthetic purposes. I placed the seams at the back and side of the legs. I then used UV Master to generate a UV for this character. For the retoplogy, I used zremesher to turn the mesh into something more game friendly (35k polys). I created a sharp diamond in maya then used dynamesh to attach the two meshes together to act as his “hands”.įor the final touch, I added some more skeletal muscle texture and noise for detail. I also increased the trap/neck length to inhuman proportions as the character themselves have an unusually long upper back. I then decided to add detail to the torso. I decided to go with the segmented approach, extracting from a mask and creating new subtools anytime I attached a limb or joint. Starting with the torso was a great idea as by the time the torso was finished, I was able to choose who I wanted to make. I started by creating the torso as I was torn between this and another character with a similar build. These were used mainly for assistance with the body of the character.

#Keyshape autokeyframe series#

I chose Twelve from the street fighter series as he hasn’t been created in 3D and there is not a lot of general artwork for him. This assignment required me to find an existing 2D character and create a 3D model out of it. I ended up changing the post of the lamp as I felt it was a good way to incorporate the chains and it felt more accurate to the vison I had in mind. The post itself was made by adding edge loops to a cylinder primitive and Finally, I added chains which were made by duplicating toruses as a separate attachment. I then bevelled edges and used the new edges to extrude inwards to create the indent for the main light source. I then added edge loops and used them to create a general outline of the shape.

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I also created a broken down version of the wagon by just moving the parts around.įor the lamp, I started with the creation of the main cage using a cube primitive. I used a number of smart materials to create the worn out wood effect. I then placed the wheels and wagon together to the shape of a wagon with slight irregularity to indicate the weakness of the wagon as the build quality has deteriorated over time. It was simple as it only required me placing cube primitves, resizing them then uving them.

keyshape autokeyframe

I then uv’d the wheel and started on the wagon itself. I then added two more cylinders as the inner rim of the wheel. I then beveled the edges of the pipe and inserted cylinder primitives to act as the wheel support. When making the wagon, I started out with a pipe primitive and adjusted the values to that the shape matched a wheel. I used these three wagon/carts as inspiration for my wagon, Mainly the structure of the second and texturing of the first and third. Before and after of wheel(pictured below) We originally went with a stylised route but eventually found it made more sense to go with a semi-realism route. Our walking sim takes place in an abandoned Victorian town. I was tasked with creating a Cart/Wagon along with a Lamp with chains. This project had us teamed up with the Game Design student to create a walking simulator.











Keyshape autokeyframe