Friday 25 November 2016

Litter

I also made assets that can be littered around the city to create pollution to complete the setting of the game.



I also made assets for the junkie room. 

Final Boss

Here's a screenshot of the final boss of the game which I modeled, textured and rigged. Sam did the animations for this character. I based it off Jonathan's colour tests, particularly the purple one but I changed some of the colours particularly the jacket and made it brown.

Texturing

From the videos before, the textures that I made can be seen. I made 3-4 textures for each build: Caucasian, African, Asian and Latin. I also made brown eyes, blue eyes and robot eyes. I also made 4 types of hair for the NPCs that can be skinned to the mesh. I was planning to model more pieces that can be interchanged but wasn't bale to due to time constraints. I was planning to make shoulder pads, robot arms, robot legs and different jackets. The variations I made can be seen on the final game. Here's some of the ones I made.





Idle Loops

I rigged all of the NPC models and made looping idle animations for each of the NPC builds. I made at least 3 for each. Unfortunately I can't post all of them here as I forgot to backup some of the ones that I did. But here's what I have.


























Sunday 20 November 2016

Sunday 13 November 2016

Variant NPCs

Here are the variant NPCs that I modeled including both varied male and female builds.





I've already rigged them as well. I used a really simple rig with FK controls because they are just going to be background characters with loop animations. I'll animate different loops for these characters and get some of my teammates to help out as well. After that I'll do different textures for each build.


Wednesday 2 November 2016

NPC Modelling

I've modelled a basic base model for the NPCs that are going to populate the game. The presence of these NPCs would help flesh out the dystopian aspect of the society that the game is set in. I'm going to use this basic model as a base and tweak it to make different variations such as big ones and female ones. I've already UV mapped the basic model so any tweaking should be easy to adjust. After I've modelled all of varied NPCs, I'll have to rig and animate some of them.