Monday, 30 April 2018

Chroma character rigging

To rig this character I will be using Epic's own rigging plugin for Maya called ARTv1.

https://www.unrealengine.com/marketplace/maya-tools

It could be risky learning a new set of tools on a tight time constraint, but I feel it will be worth it.

Epic games have provided a video series to help get to grips with it, which is what I will be using on this project.

https://www.youtube.com/playlist?list=PLZlv_N0_O1gb2ZoKzTApbv3LvhaXJ9elg

First you set the parameters for the skeleton, then set up the proxy bones to fit your model.



Then you generate the skeleton and rig and paint weights onto the character to assign the bone influences.



Then you can generate the Bind/T-pose for the model.



And then it's ready for animating, with handles and IK/FK joints already set up.



Sunday, 22 April 2018

Arcade Machine

As part of the menu system, as as one of my goals for this project, I wanted to include some sort of reference to the arcade.

I decided to create an arcade machine to serve as part of the main menu. Possibly to display some kind of menu and logo on the screen.

Unfortunately I didn't take any screenshots during the creation of this asset, but it can be seen below in Maya and then imported into Unreal Engine.

I re-used the joystick and buttons from the arcade controller model I made earlier.



Friday, 20 April 2018

Maxine Modelling Update 3

I have made good progress with the character, modelling the body and the head to a decent standard.

The boots on the character have delayed the progress, but I am happy with how it is coming along.



Monday, 16 April 2018

Joystick model

For another of the menu items I have decided to model an arcade style joystick.

I unfortunately forgot to take any screenshots of the early development on this model, but you can see below how I revised the button count from 8 down to 6 as it was looking too large and unbalanced on the screen.





I also added the inverted hull cartoon effect to this model as well before importing it into Unreal.

Tuesday, 10 April 2018

Floppy Disk Finalised

I came back to the floppy disk to take a break from character modelling.

I have now optimised the vertexes, added colour and an inverted hull cartoon outline and imported it into Unreal Engine.









Thursday, 5 April 2018

Maxine modeling update

I am still modelling the boots, they are very complex and issues with Maya welding incorrect vertexes for no reason it making it take much longer than it should.

The boot detail, despite these issues is coming along very well and I am pleased with the progress.