Monday, June 30, 2014

Portfolio Update Time!
So i scrapped the facial rig and will do that for a later piece in my personal time. This piece is geared to show I can do realistic military vehicles and aircraft to gain a job in the simulation market. 

Weekly Schedule
There is not much time left so here is a rough outline of the next two weeks.
July 7th - Modeling completed and Uv started
July 10th - Uvs completed 
July 14th - Textures completed and critique fixes

Target Goal
Here is a link for more details screen shot of the model.
-http://www.turbosquid.com/3d-models/uh-1-helicopter-3d-max/676787


Current Progress
Starting was the hardest part not doing a helicopter before. I gathered TONS of reference photos before i even opened Maya. Below are links to the sites that most the photos are from. 

-http://www.cybermodeler.com/aircraft/h-1/uh-1b_walk.shtml
-http://www.grubby-fingers-aircraft-illustration.com/uh-1b_a2-384_walkaround.html
-http://walkarounds.scalemodels.ru/v/walkarounds/helicopters/UH1B_goshagk/?g2_page=2







Sunday, June 22, 2014

These are some images form the character Animation Blueprint that I set up in Unreal Engine 4.
This first screen shows how animation can be blended together. This allows the character to fire a homing missile while in any animation state such as running or riding on a hover board.
Here is the animation graph of how the animation can transition to each other and which ones can play together.

Here we are gathering all the necessary booleans that allow the character to switch between animation states. Also it gathers when the player should blend animations such as firing a homing missile or an AoE attack.


Below is my game plan and schedule for my second portfolio piece.
Monday June 23rd: Schedule finalized, topology fixed for animation on the face and start rigging
Monday June 30th: Rig completed and skin weights started audio clip chosen
Monday July 7th: Animation blocked out for timing
Monday July 14th: Animation completed and final tweaks made after critique
Quick little update on the progress on my teams game so far.
Character select screen. Light turns on and off above the character.

Current work in progress of the title screen.


Once you choose your character you get a close up view with a description of them (Not in Game Currently)
Once your character has been chosen you move to the ability select screen.
Displayed above is the barrier ability that locks other players and stuns them if they collide with the wall.

Screen shot of the city. The city is made of modular squares that are placed based on a bit map. These squares are then decorated by hand by artist.






My next portfolio piece I am doing is modeling, rigging and animating a short dialogue sequence. The level of detail I plan to execute is shown in the video bellow for the complexity of the rig. If i have time i would like to add a procedural breath that can auto animate while the character delivers his lines. 
Below is my current progress. I modeled the head low poly to be exported into a game engine. Once I complete the animation I will import it into Unreal Engine 4 and render it out in real time. The rig will be more suited for cinematic animations with the complexity.

Monday, June 16, 2014

Saturday, June 14, 2014

Here is an update on my horse run loop. Mainly just to show what references I am using and the direction I am going.
And this is the game the horse animation would fit in.

Wednesday, June 11, 2014

This animation im working on will be game loops oh riding a horse with a weapon. Above is reference im pulling from. The first is a stand run with an weapon and the second will be a standard attack. I did NOT create either rig or the spear. Below is current progress and is NOT complete.





Friday, June 6, 2014

Mocap data was shot at Florida interactive entertainment Academy and then attached to the alien character in motion builder and exported into maya for cleanup then exported to Unreal Engine 4.

Wednesday, June 4, 2014

Hologram Shader node network

Un tagged building

Building tagged by blue team
Two untextured car models for Neon Night Riders. The textures will have glowing trim around the borders and a particle effect for the engines that allow them to hover and fly. These cars will have AI that allows them to fly around the city and obey traffic signs.
Current progress on a run loop for a horse. I plan to have a character riding the horse once I complete this.
Frame 1

Frame 7

Frame 14

Frame 21

Monday, June 2, 2014

Modeling progress so far on the sword.
Concept of a sword I drew up the other day. I would like to model a base mesh in Maya and then bring it into Zbrush for fine detail. Once completed with that i would like to bring it into Unreal 4 and play around with materials and special effects. I would like to have the bottom handle control file that would light on the sword. The flames would distort the mesh and the blade would glow red hot after the flames go out for a few seconds before returning to normal.

Here is the basic modular building set for the large structures in Neon Night Riders. These pieces are added to blueprints and used as bases for decorations and modular building accessories to be attached. There are three variations of base heights. The ones in the front of the photo are the largest of bases and stand about 20 meters high. In the back are building caps which can be moved up and down to create varying heights. Roofs and trim pieces will be added to break up the flat surface.

Here is my Final versions of some of the basic movement animations for my teams game Neon Night Riders. The First two are wall runs for right and left side. The proportions of the characters has proven to be a greater challenge than I foresaw. Keep the character close to the wall without their knees clipping or going wacky was difficult. Next is the run which has seen many iterations. Keeping the sence of speed with long strides was a fun challenge. Last is the idle which i wanted to convey alertness and the feeling the character is ready to start moving when the plays commands.
Found an awesome reference library for animation. I'm going to be using the horse run for my next project. http://sillydragon.com/muybridge/Muybridge_List.html