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Messages - Argyle
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31
Portfolios / Re: [Portfolio] Carl Douglas - spriting and animation
« on: April 11, 2012, 11:48:27 pm »
There have been major changes to my portfolio site, ArgyleBox.com, so please take a look for some updated samples and information. Thanks!

Also, another testimonial to mention:

Quote from: Son of Bryce
“I worked with Carl as a developer on the Flash version of the Hangover 2 game. I can vouch for his awesomeness of bringing a game to life with his great character designs and animations. You da man Carl!”
          — Bryson Whiteman, Game Developer Sokay.net

No, Bryson. YOU da man. You.

32


Be veeeeeeewwy veeeeeewwy quiet. I'm spamposting wabbits.

Well, short of posting how the import of the character into Unity3D went for testing in an actual game environment, I've reached the end of my DVD training series and this is kind of the end of the journey for this model. I went into this with little 3D knowledge at all, and came out with a moving piece of meat that I'm really proud of, despite his misgivings and excessive polycount/texture size.

I was going to post about how it worked out bringing into the game engine, but it was so easy and unnecessary to do anything other than export the object package and load it in and add a character controller script to him (automated menu option) to be able to play around with it. Makes it far less intimidating for me knowing how compatible the things are and how little extra work is needed to go from creation process to converting it into workable assets.

Having learned what I did just on this one project piece, I recognize where there was a lot of work done on things that didn't need it and where I should have thought ahead/planned better as far as the mesh/baking/texturing is concerned. This character being as simple as it is could probably have been accomplished without sculpting or bothering with a normal map and created with much simpler and cleaner geometry. Mapping out the UV space could have been miles more efficient and creating the textures manually would not have been a terribly hard task. BUT I had no idea at the start of this how it would pan out so I'm glad I came away from this being able to identify problems at all!

I will keep using this thread for future 3D practice, but updates past this section (other than addressing any crits about this character) will involve new pieces.

I'm thinking the next thing I will try to bypass sculpting altogether, fixing to just model something and texture it manually. So it will be much more truly low poly than this.

Thanks for viewing and anyone who commented so far!

33


The idle was a bit too long to justify rendering out all of the frames, so I plopped out every 3rd one for the purpose of a GIF, so it got a bit jerky on some spots where the in-betweens were pretty key in padding it smooth. Basic idea is that he is shifting weight from right leg to left leg intermittently. Then I made him make a whole bunch of faces that are obviously the result of discovering many kittens playing right by his feet. Obviously.

There was a walk I did, but decided to scrap it while I was exporting these two because I know I can do better now that I am familiar with how the rig and software works (kinda..) so I'll approach that again and get kind of creative with it.

The eyeballs are static still as it stands, I just made the eyelids mobile to hide the creepy stare he's so good at. Just figured out how to use shape keys tonight and wanted to try it for some facial expression animation to familiarize myself with methods outside of doing it with bones.

34
Devlogs & Projects / Re: Kickstarter thread!
« on: April 05, 2012, 07:56:17 am »
Way epic, and excited to see how close you are to being funded already! I've backed this and look forward to playing with the release when it arrives.  :y:

35
Barring a real update, I just have to get screenshots in order and GIF some other of the animations, like the idle, walk, and runs.

So here's a placeholder joke version of this guy:



(the joke: Epic Sax Guy)

36
Cute, though I'm a droid user and won't get to play with it. 13x13 as opposed to, say, 16x16 sounds a bit odd, but I'm sure you just had to work around screen real estate.

37
I agree about the colors being washed, especially with how blue the eyes are.

They were just brought in and layered in multiply mode. Not wanting to get hung up on texturing forever-long, I haven't done much touching up to this other than drawing the eyeballs in and masking a solid color with a hue/saturation filter overtop each clothing item for quick adjustments later on.

Colors are appearing different in different viewport modes as well as the render, and the DVD training series guy mentioned during his texturing phase that he went back and changed his saturation/brightness/etc further from what the lessons showed because he did a test run with the model in the Unity 3D test game and things looked much darker and deeply colored than expected. So I'm going to wait until I get to the point where it gets brought into the game engine for testing in the intended (hypothetical-if-this-was-real) end environment then make get back to the texture then.

Once I get there I'll post a few different versions of texture for critique, and at the very least add some good denim details to pockets and seams.

38

First you make it simple, then you make it complex, then you make it ridiculously complex, then you make it super simple and tape a picture of the ridiculously complex version of it and hope nobody notices. Getting light sources to highlight and shade portions of the model as if it were still in high poly and let the computer create the textures for you are the whole point of why the sculpting took place. I've done a few passes of baking those features from the high poly to the low and wound up with a result that is good enough for me.

Next time I make a character, I will definitely try to do it with way fewer poly count than this. Was expecting to pull off making this guy closer to N64 or Nintendo DS game poly levels, but it's probably closer to the poly count of PS2/xbox phat assets. I think he's even creepier with features...


For the record, I really don't like what this guy looks like compared to the concept image. He doesn't deserve those Dr. Teeth teeth. But, I shall press on!

Being that this is just for fun and learning (AKA while doing this I learned that I should have done things a LOT differently in order to get more controlled and clean results), I just mixed the UV Maps for different pieces that baked at varying levels of accuracy and cloned them together in Photoshop until things applied to the model without any trouble. In places that weren't baking properly, instead of wonking around with redoing parts of the low poly mesh, I just painted the details or squished around with the UV wrapping until it worked some way or another. For example, the teeth just refused to pick up hardly at all in the ambient occlusion texture pass, so the whole wrap was squished to only show a 1 pixel high section of the map.


Like a primordial ooze stage of Tommy Pickles.

The mapping shown here changed a lot after I went to start rigging this because I eliminated a lot of geometry and actually mirrored some of the UVs, like the pants, since I had forgotten to eliminate a lot of the edge loops on only one side. All the buttons are mapped to just one of the baked button textures, despite all 6 or 7 of them showing on the texture map, suspenders only use one of them too, etc. So it's a mess, but all I'm concerned with at the moment is getting something that looks fine and seemless and that I understand why it didn't work this time so future models can benefit.

The UV space worked with is 1024x1024. Yes, WAY more space than is justified considering how grainy of an ambient occlusion bake (the render pass that just picks up the light and dark spots in grayscale so you can layer colors and patterns with it when texturing) that I ended up creating to save processing time on this computer. But since I was not acclimated to how this process would work in the slightest sense, and because this model isn't actually going to be used on a handheld dorito-chipset past-generation game system, being careful about UV size is for the next 3D project. Really though, how inefficiently this was mapped out is probably painful looking to somebody that knows their way around a 3D workflow.

Learned a lot about what works and what causes headaches when you go to texture the UV map due to overly complex or congested geometry clusters. I know I run into issues with trying to do things more complex than needed - this is the first really serious 3D endeavor, I'm more than happy with the C I graded myself with in that regard. So I wave this along to the rigging stage and promise to make more models of different kinds, sizes, and complexities to texturally challenge myself later. With that, I'm moving past all its shortcomings and settling for a simplistic texture overlay that works so I can get to the part that I'm really looking forward to - rigging and animation!


So majestic. And gay... In the classical sense of the word.

Blender has this fantastic addon called Riggify that's built right into the release version that generates a powerful FK/IK slider rig based on your bone positions. Without doing any vertices weight painting after generating the rig, I was already able to move him around really well. A small amount of work (relative to making a rig like this from scratch) will have things really working nicely without stretching and exploding suspenders or buttons.


Hahaha, okay, might have to make this the final structure to work with.

39
2D & 3D / Re: Official OT-Creativity Thread 2
« on: March 17, 2012, 11:14:18 pm »
Hahaha, love it. Thanks <3

Can't find a bunch of my old dinosaur themed panels, but I did end up tossing the ones that I could in here.

40
To address any concerns, the shinyness is just due to the fact that I don't know WTF does what as far as materials and lighting goes. That's just the default material with light and some render settings checked. This whole modeling progress is being made from methods I'm adapting from watching somebody else model something entirely different from this, so hopefully this will get less slimy/stripper sexy as I learn how.

Making the low poly model from this I'm hoping to correct the balloon animaliness of the current state and make it more charming and blocky. We'll see, maybe it will turn into a full fledged balloon animal dog. Not even IIIIIIIIIII KNNOOOOoooow!

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