Monday, 5 May 2014

When trying to import my  character into UDk, the character mesh and skeletal mesh imported fine, but then when i try to attach the texture files the character stays black or silver.

The way I fixed my character was by exporting the character in pieces and apply the texture files individually,

After doing that process I pieced the character together before grouping the character

Tuesday, 18 March 2014

explosion effect

I have recently found a 3d special effect company https://www.imbuefx.com
that specialises in effects for game engines UDK, Cryengine and maya.

Here i purchased a video tutorial on how to create realistic fire within UDK using maya and a flipbook animation.


Monday, 10 February 2014

slow motion effect

After alot of research i have been able to find a tutorial for udk that will help me create the slow motion effect i was looking for.

here is a  link to the tutorial: https://www.youtube.com/watch?v=qeyNCHaYNSY

Friday, 7 February 2014

moving texture

Her is a screen grab of the animated wall texture i have created:

This picture shows how i have created the animated texture with UDK's material editor and how the emissive lights look.

sparks

Here is a screen grab of the sparks special effects i have created.





Wednesday, 5 February 2014

Environment effects

To follow the concept art of the environment i will be trying to create some environment special effects such as:


  • sparks 
  • broken glass
  • bullets
  • fire
  • Animated wall texture

Monday, 3 February 2014

Choice of game engine

The game engine i have chosen to use for my advance 3d graphics is; UDK.






As i have previously used UDK in the past, i am very familiar with the user interface and the layout of the application, although i have never created an animation or video in UDK this can take some time to get use to.




If i had chosen to use the cry engine, i would be running the great risk of not having my project finished as i would not only have to learn a completely new game engine  but the production processes this game engine follows to import all of the assets into it correctly.

Friday, 31 January 2014

change of plan

After having problems with my character i have decided to work on my environment first as it is a moulder piece environment i can re-use all of the piece i have created.

Doing this first will free up a lot of time and allow me to spend more time on my character.

I have reflected this within my Gantt chart update.

Thursday, 30 January 2014

block out character

I am currently having some problems with my block out charcater, although this is not my first character i have created the block out does seem to be going right.








 I think i am going to start again and tackle it from a different angle

Wednesday, 29 January 2014

presentation

Preparing for the pitch presentation, i will like to potray my character to have strong characteristics.

For my presentation the parts i will talk about are:

  • Character background
  • Character biography
  • Character clohes
  • Character acfcessories
  • Environment
  • Planning
  • Concept art
  • Blockouts tha

Monday, 27 January 2014

character cloth mood boards

character clothes mood boards




planning revised

After reviewing my first Gantt chart  i can clearly see my Gantt chart was very disorganized and did not show an in-depth look into how i am going to break down my work.
I have created a revised version of my original Gantt character showing a more in-depth plan..


I have now put all of my tasks within three section:- 
  • Pre-alpha
  • Aplha
  • Final product


Sunday, 26 January 2014

planning

To help put my current project into perspective I have created a Gantt chart to help organize the projects






My gantt chart shows how i will break down character modelling, my environment modelling, character rigging, animation and special effects.

Friday, 24 January 2014

addition ideas for the environment

There was a number of different concepts art that I had taken an interest in, yet when breaking down that is required to produce them the standard of the concept art required
















The environment concept art all have a main object that is the focus of the concept art, as well as creating the environment i would have to focus alot of time on the main object trying to make it look just as important as is does in the concept art. Doing that could take a lot of time.

Thursday, 23 January 2014

breakdown of the concept art

To help me identify how big just how big this project will be, i broke down the concept art and planned how i will create my character and envrionment.

Firstly as the character is the most important part of my scene i broke down the character concept art.

 Character Breakdown
Clothes
  • Combat trousers
  • Vest
  • Baggy Crop Top
  • Denim (Style) Jacket 
Accessories
  •  Dual Guns
  • Dog Tag
  • Belt with Buickle
  • Gun Holsters
  • Gloves
  • Mask
  • Shoulder buckle

 
Environment Breakdown
  • Modular pieces7
  • Floor Panel
  • Side Panel
  • Door
  • Roof
  • Lights
  • Crates


slection of concept art

The first place i looked for inspiration was www.conceptroot.com

Tuesday, 21 January 2014

Introduction



Introduction to Advance 3D graphics


Advance graphics 3D is a project to give us the students the freedom by allowing us to choose a piece of concept art and recreate it in a digital scene.
Choosing between creating a environment or a character the rules are:
Applies to both

  •  Finished object must be placed and rendered in a game engine e.g UDK, Cry engine.
  • The scene must be playable.
  • If any post rendering techniques have been applied, two separate renders must be shown side by side within the blog and final presentation stating and showing .
  •  There should be a render pass of the scene.



Characters

  • Character must be rigged.
  •  Character must be animated, if the character isn’t animated they must at least be posed.