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Old 21-02-2017, 12:51 PM   #16
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I've complete the hero character for now but the wear on the clothes and the details need improving




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Old 28-02-2017, 11:55 PM   #17
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I've completed some of the high polygon model for the guards



Next, I'm going to try and finesse the models a bit more, retopologise it and then do different kinds of hat and uniforms for natural looking variety among the guards.

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Old 02-03-2017, 10:12 PM   #18
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The guards in the castle are going to be modular so that there can be some natural variety to their appearence. I'm reckoning dividing the body into a

-Hat Map
-Head Map
- Arm Map
- Upper Body Map
- Lower Body Map
- Webbing Map



I'm going to use tiling textures again for the material and sewing detail so as to keep the tertiary details sharp

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Old 11-03-2017, 12:15 AM   #19
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Did some alternative helmets and armour sections




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Old 16-03-2017, 12:01 PM   #20
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Starting to texture up the guards. I was looking at game art by Blizzard and at how they used quite strong colour in their characters. The guards might end up having grey or drab uniforms so painting their bodies with strongly saturated colours might well pay me back.



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Old 19-03-2017, 10:14 PM   #21
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I'm completing the guard character models but it's hard to tell the end result until all the tiling textures and detail textures area applied in unreal engine.


Last edited by majortom; 30-10-2017 at 10:21 PM..
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Old 20-04-2017, 12:21 PM   #22
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Getting all the models finished for the animation.I've got a few problems with some of the materials that I'll have to fix in the next round of changes.



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Old 20-04-2017, 12:29 PM   #23
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Next were made the weapons







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Old 12-05-2017, 12:32 PM   #24
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Improvements

Before I start rigging animating the models it's time to do improvements to the characters and environments. I could go straight into the animation and but I know I wouldn't be prepared to come back at the end and buff and improve that characters and stuff once the animation was finished and it was almost all complete. So now is the time !!

I was satisfied with the heroine...



I thought it looked like it should in 3DS max but in Unreal Engine some of the material and details didn't read as well as they should.



After comparing the character to the one's in Horizon Zero Dawn I was reckoning that too many of my materials are too bright so it's difficult to make contrasting wear on the fabrics the garments are made of. In Horizon Zero Dawn there is also more big detail like sewing and stitching that can be seen. There is detail sewing on my character but it's too small and needs to read more strongly.



I never like doubling back on a project but buffing this character especially, could pay me back, as this is the character you're supposed to empathise with .

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Old 17-05-2017, 08:43 PM   #25
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Detail Normal Map Fix



Changing the way detail normals were represented in the materials has helped solve some of shading problems I was having.

Last edited by majortom; 30-10-2017 at 10:25 PM..
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Old 30-05-2017, 07:44 PM   #26
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Getting the rigging done.



Last edited by majortom; 30-10-2017 at 10:28 PM..
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Old 04-06-2017, 09:27 PM   #27
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It's time for the first animation in this project. Here's a piece of unpolished animation I've animated into the main characters. I was influenced by the animator Steve Weebly who always does these continuous loop fight animations that look really dynamic with lots of big movements from the characters.

This isn't a shot from the storyboard but it's just to see what the difficulties might be with trying to animate and stage animations that looked like the reference. It'll also give me chance to do some initial sound design for the strikes, hits and foot steps.


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Old 30-10-2017, 09:40 PM   #28
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Done a bit more




Last edited by majortom; 30-10-2017 at 09:42 PM..
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Old 30-10-2017, 11:22 PM   #29
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These were final presentation shots of the players in the animation

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