Tuesday, 8 July 2014

Model Tweaks and a Tank

As Kurochi has been developing the player movement for the game, we stumbled upon a control system which compliments the original Team Buddies but also brings the gameplay into the modern age.

Following game's like Geometry Wars and Bunch of Heroes where the player controls both the movement and rotation of the character independently.

Place Holder Controls

By adding this style of movement to the character it meant that the character needed a slight design change in-order for the player's rotation to not interfere with the player's movement direction.
Though the current Standard Egg model is placeholder, the body has now been split into two sections which can rotate independently.


I also did abit of 3D concepting to figure out what sort of shapes and sizes the tank should be:




Thursday, 26 June 2014

This is Unreal.

So i've recently subscribed to the Unreal 4 engine and have been playing around with it. So far i'm finding the engine stunning but a tad overwhelming


I literally just threw the texture same texture map into each channel. Base Colour, Specular, Metalness and Roughness, hence why this looks kind of shoddy...

Making the colour mask shader was very simple:

I multiplied the body colour mask in the diffuse texture's Alpha channel by a a constant 3 vector which represents an RGB colour value.

This was then multiplied by the rgb channels of the diffuse map and plugged into the Base Colour.



Tuesday, 10 June 2014

Textures Complete


Calling the textures for the Standard Eggy done. I suppose I could add some grimy details and probably make him a little more fancy, but for now he's done...

I still need to create a reflection mask for the armour so the black parts/shoes don't reflect as much.
As this is the standard character I'd like to keep him simple and mainly just a block color.

Next step is to make a crate and a weapon!

Friday, 6 June 2014

Baking down some details to the Standard Soldier.

Just added some hard surface details to the mesh and baked down some maps:

Normal, Bent Normal and Ambient Occlusion.

I then passed the Normal map through Knald to generate a Cavity, Convexity, Derivative and Height Map.

The bakes have given me a pretty cool lighting base on the model which I can now cleanup and start adding some detail to!

The Standard Class is pretty basic so won't have many strong details:



Thursday, 29 May 2014

Base Player Movement

Testing out a player control system, right now the control system is akin to Bunch of Heroes or Smash TV.
Controls are only setup for an Xbox controller right now.

Also linked everything up to some base animations.


Tuesday, 27 May 2014

Animations!

Been getting the importing of animations into Unity down today!
The feeling of building a character, animating them and then seeing them playable in-game is incredible.

Currently I've only animated an idle and place holder walk, but the run cycle is coming along nicely!


Monday, 26 May 2014

Rigged and Skinned

Rigged and skinned the mesh to go into Unity.

I'll animate a base idle and run cycle, then start texturing him!