Sunday, 24 February 2013

Starting to Unload the Big Guns

After all this character business I think a well deserved break from characters is in order, so during this week I planned on starting my tank mesh to animated and implemented into the cinematic. The way in which I've decided to do this is by making one half of it in order to again save time as need I remind you that the milestones are approaching which are below.

Friday 15th March      - Press pack for Outer Eden


Friday 22nd March     - Outer Eden cinematic completed with audio



Friday 19th April        - Outer Eden level completed


Friday 26th April        - Outer Eden Production Blog conclusion



From this I haven't started any production of marketing essentials for Outer Eden's press pack as I've decided to focus on the cinematic as the work parameter seems to be on a larger scale, but time management could be the real restraint here. I am unsure at this stage whether or not I'm on track.

Below is Tanks progressed and as you can see its just half shelled at the moment


Next Week
  • Tank modelling completion 

Sunday, 17 February 2013

Enemy Skinned

This week all I achieved was that of skiing my enemy character and the reason for what you might see as lacking in these weeks in terms of production is because I am not very strong at skinning characters and it takes time to adjust to. Below is screenshot of enemy skinned and ready to animate.




further explorations have been declared with my cinematic is the additional factor of modelling futuristic energy powered hover tank to include as part of the patrol in order to have something else to flesh out ratio of elements featured within the scene and in my GDD I do mention the tank and it would present further expansion on that front.


Next week

  • Start production of tank model

Sunday, 10 February 2013

Problem Shared is a Problem Solved

So last week another issue stunted the growth of this project when myself and Ross Fielding a fellow student  came face to face with weighting characters as It completely went over my head and after long determination to figure it out myself and Ross Fielding  eventually decided to confide in someone. So we asked Mike White about this issues a tutor at Confetti that works with animation and he provided us with the link below.

http://www.youtube.com/watch?v=J-awe14FQBY

Proved to be a valuable asset as I now fully understand  weighting and below is an image of the results of my weighting which at this stage aren't professional standard but I believe it to be a decent attempt for a first one .





Pushing on I will cast our minds back into the world of audio as I haven't really digressed into that area of things because I actually haven't produced anything at this point due to being to wrapped up with finalizing the general idea and problem solving with 3D aspects such as weighting


Next Week


  • Move towards rigging and skinning enemy character

Sunday, 3 February 2013

OH DEAR!!!!!

Right I'm back again and this time like a few weeks back I have stumble across a problem or a difficulty as I think it should be addressed. This difficulty is with skinning characters as I really don't understand how it works at all in terms of how its interface as a whole and the colour system and how certain colours affect certain vertices and I've spent most of this week trying to understand but haven't got anywhere with it as of yet.

On an upbeat note I have successfully capture all of the animations for my cinematic and I have even collected animations for the game that follows such as idle, running, etc. In order to kill two birds with one stone .


Next Week


  • More research into skinning characters