Wednesday 14 May 2014

Vertical Slice - Treeman UVS and Textures

My final piece for the vertical slice was uvw mapping and texturing Joe's treeman model that he made.


I used roadkill to unwrap the tree, which was tricky due to how many parts and little time we had left to finish the project.


I sculpted the tree in mudbox, then painted the textures over the top using the paint and projection tool, before extracting the diffuse and maps.






Vertical Slice - Environmental Assests

To make up for our lack of environmental assets, I did a couple of additions to the scene.


I made some columns so that the player can jump and climb, these were to replace the place holders in the pit at the beginning of the swamp.


I also did the textures, sculpting and maps for Joe's Tiki Mask Models.


I did some textures for the lava area, and for the web obstacles.



Vertical Slice - FireFly Sculpt and Rig

Nick modelled the FireFly enemy for practice and Ash did the diffuse for it. They sent it to me for sculpting and rigging.


I used Ash's diffuse as a guide to sculpt the model, which I then extracted as a normal map and AO map to give more detail to the model.

I then brought the fly into Maya so that it could be rigged and sent to Nick for animating.


I was happy with the result of the normal maps as I felt it completed the model and the effort Nick put into it.






Vertical Slice - Giant Tree

Due to our environmental assests being behind, I had to pick up some of the slack. We needed a giant tree for plat forming in the scene, but due to time constraints there were a few issues, but I did get the model done.


I started with the tree stump base mesh from Mudbox then I extruded it and warped it into the shape of the tree we wanted.


I extruded branches and mushrooms as platforms and tried to predict the overall jump and distance. Unfortunately we did not know how to export the Unity scene as an FBX at the time, which would of made this process much easier to create the model for platforming purposes.

However when thats done I unwrapped it in roadkill.


I sent the tree into mudbox to be painted and sculpted, before we placed it into the scene.


I was happy with the result, however it did not work well as a plat forming element and since we were pressed on time there was little changes that we could of done. If the environmental artist had got it done earlier I think we could of made it a stronger platforming element in the scene.



Vertical Slice - The Enemy Monkey

For the enemies in our world we decided to go with the Monkey and Firefly these two were the enemies that were most likely to be done in time.


I started with a low poly sculpt model this time round, as I wanted to do most of my work in mudbox. Since one I was happy with my simple geometry I sent it to mudbox to be sculpted.


Most of the work and heavy lifting was going to be done in the normal maps so I made sure to concentrate on a higher quality sculpt. I used the fur stencil often to get the right affect for the clumps of hair.


I painted the textures in mudbox, but I decided the monkey needed a lot more detail so I started experimenting more with planes and texture cards like I did with the fur for the otter.


I also created a Rig for Nick to animate the character, using the same method as I did for the Otter.


I was very happy with the results especially the use of planes to create additional geometry and texture, I learnt alot when it came to layering them to create interesting models and shapes.


Here's another render from different views.


Overall I was really happy with the monkey, I managed to put him together in a much quicker time with as much quality as the main character almost. With this character I can see my skills have indeed improved. If I had more time I think I would of created additional hair and fur planes on his body.