Wednesday, January 9, 2013

Suck it, Mayans

It's 2013 and we live. Science: 1, superstition: 0.

Heroes of Rock progresses. Thanks to local character-making badass Isaac Wood, we have a great pipeline for making highly-detailed characters while keeping a low poly mesh.

Speaking of highly-detailed characters, I was tasked over the break to create our tank enemy. Here he is:


We were going for a real exaggerated look, like a gorilla, or Mugshott from the Sly Cooper series. He moves around on his arms and his legs kind of just hold him up.

I think his arms came out kind of cool:

Playing with anatomy in Maya was fun.



He looks a bit "Apple" with this shader on. I like it, cause Apple is the devil, etc...

Heroes or Rock made it past Alpha with a temp main character and no animations yet. We are in the process of learning collectively how to rig characters as NONE of us know how to do it right. There are tutorials but everybody does it differently, we need to find a) a rig that works and rotates properly and b) a rig small enough for our needs.

In the case of the heavy enemy, I modeled his fingers to be close together so we can rig them with just two joints for the whole hand instead of 2 joints per finger to save space. The most we'll animate on this dude's hand is opening and closing into a fist. He ain't gonna play no saxophone, but now that I've given myself that idea I really want to see it.

In other important news we have greatly cut down the scope of the game, removing the idea of doing different "worlds", like country world and hip hop world and dubstep world and just focusing one one genre of music and one city and different kinds of "environments" in that city, like sewer and ghetto and red light and office park (the 4 we agreed on). Right now our biggest hangup is getting characters done and rigged. We have a completely unrealistic and insane goal of having ALL animations done by february 14th (or 18th, can't remember which) so I need to rig like my life depends on it.

Stay tuned to see what I've created so far for our environments, too!

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