Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

2019/03/31

Continuing a past project!

This month, we went back to one of our older projects that we were stuck on. It was this one, originally intended to be a character that utilizes mesh swapping for expressions. We decided to go ahead and make her into a more regular character so we can use her on any platform. She still has a video game associated with her, but it's only at the concept phase and so we're just concentrating on the character for now.


We plan to publish a scene with her on Sketchfab, because it's been *checks Sketchfab* almost two years since we've published anything (but we're still getting new followers).
We probably won't let it be an actual 2 years of hiatus.

For now, it's still a work in progress of course, but we'll share some images anyways.


 



We decided to continue this character because we've been having a rough time with work and we're a little burnt out. I (Lussy) am tired of working with Blueprints all the time, and it's been about a year since I properly textured anything, and Geril's happy to be working with only a few bones and a basic rig. So I got to texturing and Geril made the mesh, rig and animations as usual.

For now, we only concentrated on the face and mimicry, so the body is a work in progress in every aspect.

In other news, we finished a prototype of the Oregon Trail project in the first week of the month. Because we worked with a history teacher, we took his advice and made the game more quiz-like. Now the baked project is in full Hungarian, and we haven't really made any new assets for it, just used some from the previous historical projects.
It's not that impressive or anything – it was done quite quickly – but it has a lot of modules and possibilities.
Here's a video.

2015/07/29

The 3rd playable character: Beat!

Hi!

It's been a long time, again. We've been working hard on creating the remaining two player characters. The first one to be completed was the Beatrice, the mouse:



She's not the best fighter, but she's into science and medicine. You've already seen her in a comic, but now she finally has a 3D body, too.

We were experimenting with her hair for quite a while before we got to this point. We mostly used hair meshes until now, so making strands work properly was something new. Unreal 4 helped with that. The other challenge was the tail: it still appears a bit... crooked. It's not broken though! It just needs a lot of bones...
For the skin texture, I tried out Blender's texture paint for the first time, and it made texturing a lot easier. I only did touch-ups in Gimp, when it was almost complete. (By the way, Geril did the 3D model and textures for the clothes, Lussy made the face and body textures, where skin is showing)




(These in-progress pictures were made with Blender's cycles render)

We were working on the two remaining characters simultaneously, so this means you can look forward to seeing the final character really soon! After that, we can hopefully concentrate on game mechanics and level design. I'm especially looking forward to making multiplayer work.


Until then!

2015/02/27

Unreal 4!

Hi!

This month is a little crowded.

We are happy to say that we managed to get hold of Unreal Engine 4 for a while (thank you, GitHub!!). So these days we are trying out the engine, discovering the differences, etc. There are lots of built-in stuff in UE4 that we would have needed in the UDK. So we're looking at the pros and cons, and considering migrating our project. We're not sure yet though. I have yet to check out the blueprint system in-depth. (By the way, scripting is so much quicker with the graphical interface and in-engine compiler. No more restarting while adjusting a variable. Yay!)

Here are some pictures for comparison! Every texture and mesh is the same as they were used in the UDK. Only minor changes at most.

Left side - UDK, right side - UE4





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Super detailed bump maps! Yay!



Geril created this "building" in about 15 minutes.







Real-time reflections make everyone look like T-1000s in liquid metal form

If we do decide to migrate the project, we'll make some tutorials.

I'm sorry to say that there may not be a comic this month at all. Geril is hard at work at his full-time job, and in UE4 too, and I (Lussy) am traveling in South Korea at the moment. I hope you can understand.

2015/01/24

Movement test!

Hello!

Here's a video for you:


Just a quick update on how we're doing. As you can see, we're experimenting with different controls: a fixed, side-scrolling camera with 3D movement. It works out pretty well. The only awkward thing about it is how sometimes you can't determine where you are in the 3rd dimension. We're planning to fix this with a small circle of shadow below the player, and a more dynamic camera.

P.S.: Subwoofer required for full experience

2014/10/16

Morph targets!

Hi! It’s Lussy.

We’ve been messing around with the facial morph targets of the bobcat, and we tested how well they could be converted into the UDK. So Geril made a short video of the bobcat lip-syncing to a song that, in his opinion, best suits his (yet non-existent) voice. It is a very basic test, so there is little to no animation playing on the body. The focus is on the face. First take a look at the one captured in Blender:



And this one was captured inside the UDK:



Here's another comparison:


 


As you can see, the UDK one is a lot weaker than the Blender one. We're working on changing that.

See you next time!

2014/05/27

Bobcat

Hi! Today we're showing you the second playable character, a bobcat named Jagger (not sure if the name will stay).

He's the eldest of the playable characters. He's masculine, self-confident, agressive and short-fused. He likes gambling, curse words and being in control. He trusts a few people, but only respects his dad, and tries to follow in his footsteps. In the beginning of the game, he's trying to find a job because he's indebted to the wrong people.

The 3D model and the textures are not finished, but you get the idea.

(We designed his clothes with Mad Max / Han Solo in mind)





We tested what his facial expressions would be like (in Blender):

The Boulder is conflicted

Update:



2013/12/10

Fennec fox

Hello, it's Lussy.

In this post, I'll introduce one of our more important characters, the fennec fox. Designing and creating her is mostly my job.

The fennec fox is a merchant who has a shop. She's about 30-40 years old, concentrates mostly on business and money, and the thing she's most fond of is her gun. She will occasionally hire fox, and in some parts of the game, she'll act as fox's sidekick, occasionally helping him out, but mostly just doing her own thing.



Her technical specifications will be the same as fox's: a regular and a cinematic model.


Thanks for reading, have a nice day!
It is still undecided, but she might be controllable in the game at some point.

2013/11/14

Pictures of our progress 02

Hi, I'm Geril. I'll just post a few pictures again so you can see how the project's going. You can expect more of these posts regularly.








Since my English isn't very good, Lussy's translating and putting all the posts together.

Have a nice day!

2013/11/05

Pictures of our progress

Hi,

Since we haven't written too much about our game's world in the previous posts, we'll now share some pics. 












Everything shown on the pics is still under development, and not final.
(In the meantime, we're working on a tutorial. We hope to post that too, as soon as possible.)