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Showing posts from March, 2023

Unveiling Unique Helmets: A Change in Concept

 Hey there, game enthusiasts! I've been hard at work refining the details of our characters. Recently, I had a sudden change of concept in mind—I decided to give them helmets instead of heads. The decision to equip the characters with helmets instead of regular heads aligns better with the futuristic and high-tech theme of "Into the Fray." I started sculpting the helmet designs in Zbrush, investing a considerable amount of time and effort into perfecting their aesthetics. This change adds an extra layer of uniqueness to each character, making them stand out in the game world.

Showcasing the Progress: Presentation and Feedback

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 Hey, gamers! It's time for a quick update on my progress. Today, I gave a presentation in class, sharing the overall concept and progress of "Into the Fray" up until now. Although the character models weren't fully ready, I showcased the auto rifle, Hammerhead, to give my classmates and instructors a taste of what's to come. The positive feedback and enthusiasm from the audience were truly motivating!Hey, gamers! It's time for a quick update on my progress. Today, I gave a presentation in class, sharing the overall concept and progress of "Into the Fray" up until now. Although the character models weren't fully ready, I showcased the autorifle, Hammerhead, to give my classmates and instructors a taste of what's to come. The positive feedback and enthusiasm from the audience were truly motivating! Hammer Head AutoRifle and WolfFang Sidearm Renders

Rigging and Animating: Making Characters Move

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 Hey there, gamers! Apologies for the lack of updates recently. I had to shift my focus to an optional module for a short while. But rest assured, progress on "Into the Fray" is still going strong! Over the past week, I rigged each character individually and animated them using Mixamo. These animations provide a glimpse into their movement and combat abilities. I'll be finetuning them in Maya to ensure they meet our game's requirements. Unity, here we come!

Preparing for Unity: Exporting Character Models

 Hello once again, fellow game enthusiasts! Today, I exported the character models as FBX files for Unity. It's a significant milestone to see them ready for implementation in the game engine. Additionally, I created two gun models, the auto rifle named Hammerhead and the sidearm named Wolffang, using the same workflow. The Hammerhead model is complete, and it's looking impressive. The Wolffang is a work in progress, but I'm confident it will be just as great!

Immersive Textures: Breathing Life Into the Characters

 Hey, gamers! I've been immersed in the world of texturing. The characters are now fully textured in Substance Painter, and they look fantastic! The red stones, which power up their suits, have been seamlessly integrated into the design at strategic locations. It's these small details that enhance the overall immersion and storytelling in the game.

Drawing Inspiration: Exploring Post-Apocalyptic Artworks

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Hello again, game enthusiasts! Just a quick update today. Over the past few days, I took a break from working directly on the game and focused on gathering inspiration. I explored various post-apocalyptic and sci-fi artworks, movies, and games to fuel my creativity. It's essential to step back occasionally and immerse myself in other sources to bring fresh ideas and perspectives to the project. Now, I'm ready to dive back into refining the character concepts with renewed enthusiasm! Weapon Types Chart i made meanwhile

Texturing Characters: Adding Realism to the Game

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 Hey there, game enthusiasts! I'm making progress on the visual aspects of our characters. I've started texturing the models in Substance Painter, which adds depth and realism to their appearances. It's incredible how textures can breathe life into these digital creations. Additionally, I've been researching high-tech suits and cybernetic enhancements to ensure the designs match the lore and setting of the game. UV unwrapping characters before jumping into Substance Painter

Crafting Unique Abilities: Designing Character Skills

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 Hello again! Today, I dedicated my time to working on the character's abilities. Using Arcweave, I organized my ideas and mapped out the basic abilities, passive skills, grenade abilities, signature moves, and ultimate supers for each character. It's crucial to strike the right balance between fun and strategic gameplay, so I spent considerable time refining and fine-tuning their skill sets. Character Abilities and classes

Modeling Characters in Maya: Bringing Them to Life

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 Hey gamers! I've been hard at work refining the character concepts. After finalizing the body types, I began modeling the characters in Maya. It's an exciting process to see them take shape in 3D, and I can already imagine how they'll look in the game. Gun Models Under Development

Sketching Post-Apocalyptic Character Concepts

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Today, I continued working on the character concepts. I spent some time sketching rough ideas for their body types, ensuring they fit the post-apocalyptic theme and sci-fi aesthetics of the game. These initial sketches will serve as a foundation when I start modeling them in Maya.