Critique 11 - Semester 2
Renders
Trailer
Activity log - 21 Hours
19 Hours - Trailer
2 Hours - Meetings
30 Hours Rendering
0 notes
Critique 10 - Semester 2
Planning
Script
“Here I was thinking this would be another run of the mill case. Take a few pictures, yeah, hes cheating on you. But no. Run ins with the mob. Some slimy cultists. And my employer; Some actress with magic! You’re in it this time Jack. “
Build
Pictures for draft
Trailer Draft
Activity Log - ~18 Hours
3 hours meetings
8 Hours - 3D
1 Hour - Making trailer
6 Hours - Writing planning storyboarding.
0 notes
Critique 7 - Semester 2
Fish Grunt
Fish Boss
Tommy Gun / Ranged Gangster
Comic cutscenes
Activity log - 20 Hours
2 Hours - Meetings
2 Hours - Comic
16 Hours - Texturing
0 notes
Critique 6 - Semester 2
Fish Brute
Genevieve
Activity log - 20 Hours
18 Hours Texturing
1.5 Hours Meetings
Some mild model/mesh fixing
0 notes
Critique 5 - Semester 2
Model Unwraps
Fish Boss
Fish Brute
Fish Grunt
Genavieve Dress
Revolver
Genavieve Hair
Genavieve Hat
Genavieve
Tommy Gun
Ranged Ganster Animations
Gun
Aim
Shoot
Death
Run
Walk
Fix for clipping
Activity log - 21 Hours
13 Hours - Unwrapping
6 Hours - Animating
2 Hours - Meetings
0 notes
Critique 4 - Semester 2
Fish Boss
Animations
Idle
Walk
Run
Cry
Fight stance
Cast
Channel
Death
Activity Log - 20 Hours
8 Hours Modelling
1 Hour Rigging
10 Hours Animating
1.5 Hours Meeting
0 notes
Critique 3 - Semester 2
Genevieve Animations
Run
Walk
Idle
Death
Dead
Damage
Combat stance
Spell 1
Spell 2
Teleport
Damage
Issues with dress
There were major Issues with the dress clipping through Genevieve. I played with some ways to fix this. I looked at weight painting but isntead decided to try cloth simulations.
Here we tried a cloth simulation with no pinning. It continued to clip though.
The pinning didnt help.
I increased the size of the dress and fixed it slightly to stop the pulling from the rig. I also removed the cloth simulation.
This will be addressed further during playtesting.
Gun
This will be attached t o Genevieve
Activity log - 20 Hours
Genavieve - 5 Hours (Walk, Run)Â
Genavieve - 4 Hours (Spell 1, 2, Interact, Idle)
4 Hours - Die, Teleport, Idle
1 Hour - MeetingÂ
30 Mins - Fixing GITÂ
3 Hour - Dress problems
1 Hour - Gun
0 notes
Critique 1 - Sem 2
Jenavieve
With hat
Rig
Fish Brute
Rig
Fish Grunt
Rig
Grunt run
Activity log - ~20 Hours
Grunt Run - 3.5 Hours
Jenavieve Model - 12 Hours
Jenavieve Rig - 1 Hour
Grunt Rig - 1 Hour
Brute Rig - 1 Hour
Team meeting - 1.5 Hours
0 notes
Critique 7
Fat Cat Boss
Model
Animations
Run
Idle
Fight Stance
Punch
Charge
Death
Unwrap
Fat Cat
Coat
Activity Log
6 Hours Modelling
7 Hours Animating
0.5 Hours Rigging
1.5 Hours Unwrap
0 notes
Critique 6
Gangster
Mannequin
Concept for Gangs
Hells strings
Cult of the rising star
Hells dockhands
Activity Log
5 Hours - Gangster Texture
2 Hours - Mannequin Texture
2 Hours - Mannequin
5 Hours - Gang Concepts
1 Hour - Team Meetings
0 notes
Critique 5
Animations
Gangster Punch 1
Gangster Punch 2
Gangster Run
Gangster Walk
Gangster Death
PI Interact
PI Push
Textures
Activity Log
PI Texture - 9 Hours
Pi Animations - 1.5 Hours
Gangster Punch - 1 Hour
Gangster Death  - 0.5 Hours
Gangster Run - 2 Hours
Getting GIT to work - 1 hour
Total time - 14 Hours
0 notes
Critique 3
Character AnimationsÂ
Walk cycle (4 Hours)
Run cycle (6-8 Hours)
Roll animation (4-6 Hours)
Idle animation (5 Mins)
The animations took longer than I expected as I had not done much 3D animation recently. This caused my first animations (Walk and Run) to take a lot longer than planned as i had to remind myself how to do it all.
Concept for Femme Fatale (3-4 Hours)
Some early concepts that are heavily referenced. A lot of focus and time is being put into the PI at the moment, so work on the Femme Fatale has been at a minimum.
A lot more work will be put in after a few enemy types have been made and the PI is complete.
Research (1 Hours)
I watched some videos by Extra credits where he discusses different techniques and practices in animation.
These videos helped greaty for research and as reference for the animations done for the PI.
https://www.youtube.com/watch?v=ZmLkVtqjf1AÂ - Extra Frames, Tracer and pose design
Pose helps show character
A pose must have a strong silouhette and line of action
This helped a lot with drawings for characters
A lot of this will be implemented when more concept art is done
https://www.youtube.com/watch?v=mvXD7BcL5cA&t=1309s - Extra Frames, Timing: the animation of monster hunter
The timing helps a lot to try and make the PI look heavy when he runs
The slow movements add weight
Having the PI spend more time on the ground helps make him heavier
This can also add strength as he pushes hard to quickly raise himself up with each step.
https://www.youtube.com/watch?v=HYP7rJni1vc - Extra Frames; Squash and stretch: The animation of Jak and Dexter
While this video was informative and interesting, i learned that squash and stretch was not going to be majorly used in our game. Squash and stretch makes the characters and movements seem more cartoony. While we want a comic book vibe, we would prefer a more serious tone.
Team Meetings (4 Hours)
My main role in the team meetings was assistance with design. We ran into trouble with how puzzles were going to work, and how skill and abilities would work for the player.
We decided that skills would be removed as it would feel odd for players to swap between characters and be behind in levels and gear. We also wanted to push story instead grindy gameplay that comes with dungeon crawlers.
The puzzles will be simple puzzles where the player must find and recognize hidden keys throught the level. The example we are following from is the dungeon doors from Skyrim. The player will attemptto find multiple shapes around the map in a certain order that they will then be able to match in the correct order.
0 notes
Critique 2
Tasks completed this week
- Base detective model was made
- Head model was made
- Trench coat modeled and leather simulation is tested
- Character Rig
- Testing with leather simulation and
Detective Model - and trench coat
The detective model has been made and completed in order to test theme and art style in the game. Diablo 3 is a big reference, so 3D was chosen.
As the game will be very zoomed out, the head has been made with eye grooves and a closed mouth as they will not need to be animated.
Some clothing, such as pants and shirt collar, are made into the base mesh. While the trench coat is external.
^ Initial creation of head
Trench coat simulation tests
A trench coat was modelled (above) and had various material simulations applied to it.
Cotton simulation
Denim simulation
Leather simulation
Rubber simulation
Silk simulation
The leather and the denim simulations produced the most desirable effects.
Character Rig
I also made a rig for the detective character. It is quite simple but it works.
This is the second time I have rigged (and modelled) a character, so it took some time.
Rig example in on antoher post
Walk cycle with simulation
I quickly animated a (very) simple walk cycle. This was to see how the simulation would be effected by the walk cycle.
In order to get it to work, the simulation had to be assigned to the trench coat, and trench coat also had to be parented to the rig.
This made the tranch coat stick to the character (since they worked off the same bones) and have a much calmer simulation.
The problem that I ran into was making the simulation dynamic, and not reset at the beginning of each cycle. More research will be done into this topic as it is a design we want in our game.
Clipping is also a major issue, but it seems to be quite easy to fix.
References
https://www.youtube.com/watch?v=9YHrabH4abE - Model a head
https://www.youtube.com/watch?v=7aU6Wty9fvg - Model a body
https://www.youtube.com/watch?v=DfXFs39bGI8 - Rig a body
https://www.youtube.com/watch?v=kNy4d33WS3M&t=8s - Model clothes
https://www.youtube.com/watch?v=YPC-T9l1wE8 - Cloth simulation workflow in blender
0 notes
Concepts for detective character Images 1 and 2 are heavily influenced by new 52 constantine Image 3 uses the same comic as an artistic reference and is similar but not copied
0 notes
In-game references for art style
0 notes