18 September 2012
The MercInc experience (Part 2)
My first task for the team was to model, texture and animate a high-poly MechWarrior. I was given links with videos to get its design and a specific description on the "paint job". It also had to follow certain height and speed of walking. About a month later my mech was ready rendered with scanline and exported to Unity3D. When I saw it standing in the game environment, it felt like watching a baby's first steps... simply amazing! Sooo cute!!! (I bet no gamer wants to hear this about his fighter, lol)
(Watch the walk-cycle videos in the end of the post.)
(better pictures will be added here eventually)
Mech walk cycle 01 from Margarita Stoeva on Vimeo.
Mech walk cycle 02 from Margarita Stoeva on Vimeo.
(video with the vimeo required ratio of 16:9 for HD will be made eventually)
Probably the hardest part of this task was being the only 3D artist on the team so far. I had to fight with some complicated unwrapping and create some very sophisticated dirty looking textures. It took a significant amount of time and precision. Preparing the model for Unity3D also had its charms. At a point I was the one to find a solution for a programmer's issue on switching the axises. (The solution turned out to be a popular one in Unity3D forums. It was in making the model linked to another object in the Unity3D scene. No 3DsMax option could have solved it - swap axises didn't produce any results.)
In my next post you'll learn about the following task - a spaceship!!!
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