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Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

Friday, August 5, 2016

AwfulJams 2016 - Grandfathered In

I did a game jam!  Specifically, we did a game jam; we being my old co-worker, Albert Peter, and my brother, John-Mark.  Albert did game design, writing, and art.  John-Mark was in charge of programming.  And I was in charge of character designs and sprites.

It was for AwfulJams 2016, a game jam run by some goons over at the Something Awful Forums.  It's a month long, and this year's theme was "Games for Grandpa."

Coming into it, we had this idea to do a visual-novel style game.  We had an idea of the theme, but it wasn't fully announced until the start date.  Very quickly we shifted from a single-encounter visual novel with 3D characters, to a 2D Long Live the Queen style game.

The story, written by Albert, was that the elderly were getting taken over by the militant-style Millenials, being forced to conform, or otherwise mysteriously disappearing.  We worked in several different endings, such as Grandpa successfully conforming by passing the Millenial's test at the end, Grandpa successfully not-conforming (but still passing the test at the end), and Grandpa escaping with a certain multi-platinum singer songwriter best friend.

Check it out here: https://floteam.itch.io/grandfathered-in

Before I get into a bit of a post mortem, here is the art that I had worked on:

I drew all of the character designs, did the coloring/shading, and inked all of the game sprites, except for the linework in base grandpa, grandma Muriel, and his grandson, Jason.  Albert did the linework for those.


Here are some of the pre-ink-and-color sketches.  You can see some alternate designs here.


And here are the original Grandpa Horace sketches I did, when I was exploring style.



Jacob's Post Mortem (after the jump; click Read More to view)



Saturday, May 7, 2016

Portrait of Brynmore "Mouse" Skweaken, the Deep Gnome


In my current D&D group, we're stuck in the Underdark.  To those who are uninitiated, it's just an underground world, with darkness-dwelling races, such as the deep gnomes.  My previous character, an English thug, didn't quite fit in this world.  So I've created this new guy, and had to create a portrait to go with it.

And frankly, I'm pretty proud of him.  I mean look at him, that's pretty awesome, right?  I don't do as much digital painting as I do animating, but I'm glad to see something really cool come out of it every so often.

Below is the original painting, before the parchment effects.  He's a slightly hairy deep gnome, and his thing is that he's whole-y plain.  He's not SUPPOSED to stand out in any dramatic way.  That's how he gets away with being a spy.


Sunday, January 19, 2014

Nassa the Gnome, Painted Textures

Finally getting around to finishing her up (again).  You may think that Nassa has become my excuse to try new programs and workflows; and you'd be spot on.  I'm now working on her in 3DS Max to get used to Max's Slate Material Editor.  I'm also thinkin' about using 3DS Max's rigging and animation tool, but there is a good chance I'll go back to Maya for that, and do a new character in Max later on.



I added and changed a few things here, especially her two obsidian-like daggers and oversized pirate hat (stolen from a pirate.)  If you were playing the D&D campaign with me it would make more sense.  This is also the point at which I should link to our campaign log, but I'm so far behind on it, that it wouldn't explain it either.


Funny thing, I have been digging Paint Tool Sai recently, for how their blending brushes behave.

The good news is that I can deal with layered Photoshop files in SAI.  The bad news is I can't export tiff files, nor does Mudbox play nice with SAI's psd exported files.  I like using SAI more than I like texturing in Mudbox; though I am still using both programs back and forth.  Mudbox's Export to PSD features is great for getting all of the zones and shapes down, and then I can work with the flat textures for most of the detail, then take it back into Mudbox for cleaning seams.



The downside to working on this while playing the character is that she develops (and changes) on a regular basis.
I'm not modeling the panther cloak.

Sunday, December 1, 2013

2D Planning for Action Character Intros

I did these as planning for an action character-intro style animation, kind of showing off each character's fighting styles and abilities. I got inspired by Studio Mir's Road to the Cup League of Legends video.  I only really finished the first one, though I am work on finishing the other two, before doing them all in 3D

Friday, July 26, 2013

Animated Facial Textures in Maya and Unity

Download the pdf document here:
Direct link

Check it out online here:
Animated Facial Textures in Maya and Unity - Full Document

You can check my further notes on the subject here:
More on Animated Facial Textures

Essentially, my goal was to create a texture-driven facial animation system that worked in both Maya and Unity.  Making one in Maya is very simple, but I found very little on getting it to work in Unity, and nothing about getting it to export from Maya.

To give a bit of a background, for FIEA, one of our assignments was to document or write a tutorial about something we learned or wanted to learn.  I took this opportunity to pick up Unity, and solve a possible problem for a game I will be working on soon, and a problem I'd been curious about since when I was working on Intrepid.


I came up with a solution using joint animation that can be baked out of Maya and used in Unity.  The Maya portion gave me some practice with Maya Expressions, which is great considering I want to rig up the rest of the character soon.  And the Unity portion gave me a chance to learn Unity, and also learn some C#.  C# wasn't too difficult to pick up, having studied C and Java in the past; the code to get it all working can pretty much be copy-pasted from the document.

Download the pdf from the link above.  It should be very accessible - it breaks it down really small to start; getting it in engine, and how the math of the expressions and the image offset method will work.  And in sections 4 and 5, it gets to the meat of the whole operation.

If anyone has any questions on how it works, or why I did something; or any comments on how I can improve this method, I'd love to hear it.  Send me an email, or drop me a message here.

Animated Facial Textures in Maya and Unity - Full Document

Click 'Read More' below to see the full document.

Thursday, June 13, 2013

Nassa Color Schemes

As I'm moving towards texturing my character, I painted up a bunch of options for color schemes.  I'm exploring the first two further.  While I really like the colors of the third and fifth, neither fit the character as well, and character comes first.


The next step was some variations on the chosen color.  The second one ended up being the favorite.


Tuesday, May 28, 2013

Nassa the Gnome, Version 2

I wanted to experiment with animated textures for facial features, which was my original plan with the old Nassa model.  I've been on a low-poly model kick for a little while, so I decided this is the ideal time to create a new model.  The goal was to stay under 1000 tris.  I also intend to take this one through textures so I can test using animated textures for the face in Maya and in Unity.

I did consider working from my older model, but I really wanted to try applying everything I've learned over the past few months.  It's interesting to see how similar it is to my old model, but how the shapes are so much better now, with fewer polys, too.




The picture above is the newer sketch I was working off of for this new model.  I fleshed out my original idea and design, visually describing the materials her clothes were made of, and the individual layers of the clothing.  I leaned towards a more cartoony look, since I wanted to push the designs of our three DnD characters; one short cute female gnome, one big beefy human/vryloka, and one fat stocky dwarf.

Monday, April 8, 2013

Chip Facial Test

I recently had a project to rig up a face and animate it; the important part was making a script that did it automatically.  I just used the same head and morph deformers that I had made the previous year for the Chip model.  I had forgotten how fun animating faces was, as well as scripting.



Oh Chip, you're so racy.

Tuesday, January 15, 2013

Intrepid Lighting and Color Study

This is a lighting and color study for Intrepid's style and pallete.


Edit: Re-uploaded the image with some slight color and background changes.



Friday, November 16, 2012

Midna Redesign - Final Concept

This is the final painting of the True-Form Midna concept.  I enjoyed this painting style, and I might try to employ it again in the future.


Friday, November 9, 2012

Midna Redesign - Clothing Permutations

Initially, I came up with 8 body designs for my Midna redesign.  I ended up (as well as the other students) picking the chubby Midna design.  I thought it was the most interesting, considering her proportions as the imp.

This piece was 8 more permutations, this time, addressing clothing.  I didn't want to lose the concept that she as no human gentials, with the clothes being sort of a formality (after all, she is of another race.)  I also didn't want to lose her magic abilites and her hair, both of which sort of get ignored when she turns into True-Form at the end of the game.


Wednesday, October 3, 2012

Nassa the Gnome Character Model

I just completed my Nassa the Gnome model.  One of the upcoming assignments is to take a character model and rig, animate, and mocap with it.  We were given the option to make our own character model, which I jumped on (after complaining to my friends that I don't have any time.)  Not having any other character designs available, I went with Nassa the Gnome from our D&D campaign, since I had several drawings of her already, as well as an image fleshed out in my mind.

This is technically my first complete character model that I built from start to finish without anyone else handling it in-between.  I tried to focus on making it low-poly, both as a challenge and to save painting-weights work.  I ended up at 1243 tris, 243 over my 1k tri limit.  I could easily cut it down by removing from the head and hands, but it was only a soft goal.  The head ended up getting about 1/3 of the tri's, since the head and hair were important for identifying the character.  I also modeled the whole thing without orthos to see how it would feel.


The outfit on the model is slightly different from the sketches I had drawn before, as she got a new set of armor towards the last few sessions, and it gives me an excuse to not have to deal with cloth.  I may come back and add textures, but the point of the piece was the model and animation, and less on finishing the model.

Friday, August 24, 2012

Lutra Modeling WIP - Part Two

EDIT: I've moved this project to a permanent hiatus.  Perhaps I will revisit Lutra one day, but for now, I'm focusing on other projects.

Finished up a lot of the body, and face is started

I feel like I might be using too many polys in the body, since it really is quite simple.  Perhaps I need to alter the silhouette a bit, but that will come after I finish the head and hair.  That will be where a load of the silhouette comes from already.





Wednesday, August 8, 2012

Lutra Modeling WIP - Part One

I finally got a chance to work on the model, as the summer is drawing to a close.  I had some 3D 'sketches' done (in blue), but almost all of the actual modeling progress was done today.  Between full time work, a car crash, and moving, I've had little time to really sit down and model, so today has been really refreshing.  For now, I have this teaser.


I do want to say, Max is very nice for hard-edge modeling, but it feels great to be back in Maya.  I do like hard-edge and organic modeling, but I think I slightly prefer the latter.

Friday, July 13, 2012

D&D Campaign Session Sketches

These are notecard sketches I did during our first four sessions of Dungeons and Dragons.  These are events that happened during the adventure.  I have my own Nassa the Gnome, Robert playing Norgar the Human (Vryloka), and Cole playing Audrik the Dwarf.

If you're interested in following along, I've been taking notes and uploading them to D&D Short Tales.


Sunday, June 24, 2012

Elephental Disaster Beat Boards

I just discovered these old beat boards when organizing my files.  For old work, I'm still pretty happy about it.  Click the images to make them bigger, and check out more information here!







Friday, June 8, 2012

Nassa the Gnome - Final

I just finished my Nassa the Gnome mini!  Unfortunately, our DM couldn't play this week, so I got to work on this instead.  I added the clothes in on Wednesday, and I went over to Sean's today (Thursday) to finish up.

I got some Super Sculpey Firm, to see what it was like, and it ended up making the head a lot easier.  It still wasn't perfect, especially because I barely left any armature up there, but I was able to hack it together long enough to bake it.  The Firm Sculpey did really help keep enough details in there for baking (as opposed to the regular Sculpey.)  From there, I did a bunch of Xacto-carving to refine the details.  And in the last step, I added the ears, hands, and daggers.

In the end, I'm quite happy with it, largely because it is so ridiculously small, but mostly because the pose is so twisty and dynamic.  The clothes really accent the turn, and the arms have a real attitude to them.  I'm having so much fun with this; I think my next one will be around 3" using Sculpey firm, and I'm getting excited to try ProCreate in the near future.





My next step is to paint this handsome gentleman and fine lady, and then give them fancy bases.  That macro lens really makes them look gritty, but it will all be cleaned up in the next versions.

Sunday, June 3, 2012

Nassa the Gnome - WIP

I must say, she was quite fun to play last week.  She's a Gnome, who wears elven clothes, and appears to be some sort of rogue - appears to be.   I'm really looking forward to the next Dungeons and Dragons session.

But since I wasn't running the dwarf, I had to sculpt a new character.  I started this little piece today at Sean's place.  I was actually able to get some good progress shots on this one.  She's quite difficult to work on because she's even smaller than the dwarf, currently at about 20mm.

It also doesn't help that I'm using regular Super Sculpey modeling clay.  Sean mentioned Sculpey Firm might be a little easier for me to work with.  Nonetheless, using my multiple-bake layer method seems to work alright.  I just have to do a bit of Xacto work in there as well.  I don't work fast enough for the 2 hour window using ProCreate or Green Stuff... yet.

 Armature ready after two tries.

In-progress shots.  The clothing layer will be the next session.

 The sketches I was working off of for the character's designs.

Saturday, May 26, 2012

Loren the Dwarf

This little fella is going to become Loren the Dwarf, my character for an upcoming D&D campaign.



I'm excited to get back into physical sculpture.  I really enjoyed working on the Flower Story maquettes last year, and it has been just as fun this time around.  I headed over to my friend Sean's place today, and got quite a lot of progress on this little guy (though I didn't take any more pictures).  Right now, he stands 23mm high, and it will probably be closer to 28mm by the end.  I don't know how I'm going to get any detail on something this tiny, but we'll see how it comes out.