WK 4:
Beginning of the week have started modeling the policeman.
- Our theme is destruction or destruction derby.
- My milestone is have 3 pedestrians and 3 LODs modeled, UVUnwrapped, Rigged, and basic walk cycle animated, along with their LOD counterparts.
WK 3:
Manipulated the pedestrian man (easier to do it this way if required to interchange parts, for the same number of verts in joining limbs) to create a large obese man. Was set a milestone that in 3 weeks time I'll have 3 pedestrians modeled, UVUnwrapped, Rigged, and basic walk cycle animated, along with their LOD counterparts.
Found out this weekend that, the rest of the team member want to go back to the original idea of limb dismemberment. Confused as to how we shall go this, for disconnecting joints may result in deformations of the mesh in dismemberment and when animating. Dom and I came up with a conclusion to solve this:
(Limb-severing overview)
- Separating the mesh at particular joints of the body.
- Making sure that each piece was perfectly placed together.
- At connect vertices between the 2 meshes, have their paint weights set to 100% at that point.
- When required to separated, that limb's mesh will be disabled (invisible) and replaced with a object duplicate set exactly equal that will move around the scene as substitute.
(Result of two meshes, one skeleton, with joining edges at 100% weight at limb joint)
The granny shall be the first in the implementation of this technique, spent the weekend creating her and a LOD, severing at points planned, and UV Unwrapping.
- Granny Normal - 991 polys / 1956 tris.
- Granny LOD - 648 polys / 1270 tris.
(granny - normal sev)
(granny - LOD Sev)
Hopefully finish rigging her next week so that Dom can test this theory out.
WK 2:
- Pedestrian Man 1 - polys / tris.
(Details - cyberpunk elements originally wanted on boots, etc.)
- Pedestrian Man (Downsize) - 932 polys / 1854 tris.
- Pedestrian Man (LOD) - 503 polys / 1008 tris.
(Pedestrian Man (Downsize) / Pedestrian Man (LOD))
WK 1:
So, as I have been, I'm in charge of the 3D modeling, UV Unwrapping, Rigging, and Animation of all characters in the game. Pedestrians, policeman, and drivers. This week was the first steps in concept sketches / character model sheets for the Policeman since we have most of the designs for the rest. A front and side view was designed, along with a basic planned structure for the skeleton and the wireframe of the mesh.
(Normal - Pose, Front and Side)
(Skeleton - Pose, Front and Side)
(Wireframe - Pose, Front and Side)