Character Creation for Game / Cinematic

Thursday, March 25, 2010

Final Result

in Character Creation for Game / Cinematic

Hi there!
Now has the project come to the end. It has been very fun and very worthwhile time. I hope you has also enjoyed the blog here.
You can find the “How To” document HERE.
So I will show you here two clips bellow this text.

Take Care! (o~)/

Showreel

Final Showreel For My Project! from Mattias Eriksson on Vimeo.

Some Shoots in Unreal Engine!

Some Fraps Shoots. from Mattias Eriksson on Vimeo.

Posted by Mattias Eriksson on 03/25 at 02:08 PM
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Saturday, March 13, 2010

Sneak preview Character One

in Character Creation for Game / Cinematic

Here can you see a sneak preview of the sniper girl in unreal.
I have no normals on her yet, I got them but it doesn’t work in unreal. I guess the problem may be world space cordinates Z is up instead for Y.
But it’s easy to fix. If all will go as planed in this weekend I will also put up my second charcter, the Steam robot.
Just to mention it I have also skin weighted the girl and she works fully with animation. But thats eye candy for the final video presentation. So keep up visiting here for updates.

So hope you enjoy this picture.

//Take care!

Posted by Mattias Eriksson on 03/13 at 12:40 AM
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Saturday, March 06, 2010

Progress report

in Character Creation for Game / Cinematic

Here comes some images of this week progress.
It’s very late because I did some serious misstake on my highpolygon uv maps for both of my characters.
I wanted to keep the highpolygon uv map when I did a low polygon of it. But I had done some uv seems at most of edges that I was supposed to remove.
When I removed it destroyed the whole uv map. :S

So I guess this will be a workaholic weekend. ^^


Posted by Mattias Eriksson on 03/06 at 01:18 AM
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Friday, February 26, 2010

UV Mapping and Low Polygon

in Character Creation for Game / Cinematic

This week has been a full work at uv mapping and correct some bad topology on these characters.
Have also made all accessory and uv mapping for both characters.

I am going to do four uv maps on both characters and they will be 2k textures.
UV maps sections are:
- Head
- Body
- Arms / Legs
- Weapons

Some minor changes on UV maps sections can happen, it depends how efficient UV map will become.

Posted by Mattias Eriksson on 02/26 at 09:42 PM
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Friday, February 19, 2010

Improved Hair Alpha test

in Character Creation for Game / Cinematic

Here have I done some simple hair alpha texture but with more planes on top each other and a pretty complex mesh head. It is working pretty like i thought it would do. Except for alpha seems little thinner then in maya render but that is easy to correct. I think solution for that is to make less transperent in the middlepart of hair alpha texture.

Pictures

Video

Hair alpha test from Mattias Eriksson on Vimeo.

Posted by Mattias Eriksson on 02/19 at 10:36 PM
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Tuesday, February 16, 2010

Early hair alpha test

in Character Creation for Game / Cinematic

I have now tested alpha textures in Unreal engine to achive hair effect.
It’s working very fine, and material editor is very similar to Maya’s Hypershade editor.

I know now it would’nt be any problems for hair planes on my character.

Posted by Mattias Eriksson on 02/16 at 04:28 PM
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Basic Rigg Previz in Unreal Engine

in Character Creation for Game / Cinematic

Here comes some previz shots of a basic rigg and skinning in Unreal.
This is just only for get knowing how to get a character with rigg into unreal and set an animation for it.
When I do the final part this will go much smother.

Test 1

Basic Previz Rigg Test 1 from Mattias Eriksson on Vimeo.

Test 2

Basic Previz Rigg Test 2 from Mattias Eriksson on Vimeo.

Posted by Mattias Eriksson on 02/16 at 11:14 AM
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Friday, February 12, 2010

Character Creation for G/C - Progress Week 4

in Character Creation for Game / Cinematic

Modeling
This week did I work mostly with the steam robot (character 2). I have finished the high polygon part now. I may do some very small tweaking to optimize the polygon count, it’s about 64 k triangles for the moment.

Sniper girl (character 1) has some minor problems with topology at hers jacket. Will look in to that problem this weekend and put up some thought about how to fix it. Then I will continuing to sculpt the high polygon part for her too.

Some Ambient Occlusion of Steam Robot.






Some wires of Steam Robot.

Posted by Mattias Eriksson on 02/12 at 08:52 PM
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Friday, February 05, 2010

Character Creation for G/C - Progress Week 3

in Character Creation for Game / Cinematic

Modeling
This week have I most modeling robot and fine tweaking medium polygon base of sniper girl.

The robot took little bit longer than what I have estimated, reason for that was some design issue, I had not enough concept art for my robot. Some part didn’t look good in 3d as it did in 2d paper. I tried to keep the topology flow in the mind when I did the high polygon model, later when I do a low poly model of the character I will not have to destroy the mesh completely.  This will probably save a lot of time for me.

On the sniper girl did I some tweaking on topology for shoes, bag, belt, kneepads and so on. Will try to figure out how fix the jacket topology. It doesn’t satisfy me for the moment.

What to do next week:
• Start to sculpt in the details for the sniper girl.
• Do the rest of modeling part for the sniper girl (gun, knife, rifle and ammo)
• Tweaking and rest job of the robot (backpack, water tank, machine gun and the head) will be done.


Posted by Mattias Eriksson on 02/05 at 09:25 PM
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Friday, January 29, 2010

Character Creation for G/C - Progress Week 2

in Character Creation for Game / Cinematic

Research
I put the three or more legged character at side and focused on a more humanoid character design, believed that it will be too time consuming and risky to project timeline.
If time allows I do a very easy design on a three legged spy robot, very similar to a tripod in classic movies “War of worlds” and “Invaders from Mars”. Just for testing to do a custom rig and animation.

Concept
I have done some quick concepts on the second character, haven’t made many parts as for the first character. Reason for that is I want to leave it opens for changes under modeling phase and tried to push my concept speed to be quicker and not stuck too much in details.

Possible Problems / Solution
This week problem is timeline, It did take longer to do base mesh for character 1. I overestimated my knowledge over few things. I will catch up this delay in this weekend so this will not impact my plan.

What to do next week:
• Build a Base for character two
• Detail Work for High polygon character two.
• UV Map for High polygon character two.


Posted by Mattias Eriksson on 01/29 at 11:08 PM
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Monday, January 25, 2010

Character Creation for G/C - Progress Week 1

in Character Creation for Game / Cinematic

Project Idea
I wanted to do characters that have animation friendly topology, for both games and in game cinematic. Game player as I am, I think it’s a great Idea.
I am going to do two characters that have two different way of modeling them. It is a human and a robot. With the human character will I use sculpting software, Maya and Photoshop. With the robot character I only use Maya and Photoshop.

Research
Find out that Second World War 2 and Steam punk mix will do great to my characters. Then I did some research on several styles that I want to implement, as reference material for my concept art and some material reference to get right feeling.
I will do more thoroughgoing research for materials when texture phase comes, to get so realistic as possible.

Concept
Here have I done some concept on first character (human - female) and some parts that I think can be good to know in an early stage. Most of these concepts are based on these reference pictures I got under my research.

Possible Problems / Solution
A possible problem I know for now is my second character (mechanic robot) can have some issues to apply with the default rig in Unreal. Maybe I need to solve this issue by making a new rig to my character. Then the animation possible won’t be in same quality standard as the Unreal’s default human animation.  It is because my project doesn’t include animation part.

What to do next friday:
• I will start to do a fast concept sculpting (3d) on my first character.
• Re – topology the scuplting.
• Concept on the second character.


Posted by Mattias Eriksson on 01/25 at 10:32 PM
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Character Creation for Game / Cinematic

Specialisation project by Mattias Eriksson.

The project main focus is to create game characters for both ingame and cinematic which also will have an animation friendly topology.

Project will deliver high quality standard of a low/high polygon characters, film clip recorded in Unreal Engine 3 and rended turnaround table animation for comparison of polycount and topology.

I will be in touch with:

  • Sculpting
  • Re-Topolgy
  • High and Low poly workflow
  • UV mapping
  • Texture
  • Baking (ao, nm)
  • Basic Rigging

Links

  • Project Documents
  • Milestone 1
  • Milestone 2
  • Milestone 3

Projects

  • Realistic 50's diner for film production
  • Animation friendly character rig with lip-sync
  • 3D Portal Rendering
  • Beyond the Frame
  • Creature Modeling for Film Production
  • Framework for Game Engine Tools
  • Game Character Creation
  • Character Creation for Game / Cinematic
  • Game Demo
    • AI Programming
    • Animation
    • Character Modeling
    • Environment Design
  • Modeling for game engine
  • Character modeling and texturing
  • OpenCL Particle System
  • Peasant Village, Visual effects in live action
  • General
  • 3D Environment Design
  • Realistic tiger animation for film
  • Shading for Real-time Applications
  • Shortfilm, helicopter explosion VFX

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Most recent entries

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