Game Editing > General Content Creation

Unity 4 Videos

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silicone_milk:
animation video is taking a while to make. Had to make a character and rig her up. Finishing painting some weights and I'm going to see how she deforms before doing some basic animation clips like Idle, Walk, Run, Jump.

Here's a solid/wireframe of the character from yesterday's work. ~790 tris total so far still need to model and rig hair. I'll probably be sitting at around 850-900 tris once she's finished. Yes, I realize the edges sit at a weird spot on her face cutting through her eyes.....I have plans to fix that later but ingame it's not an issue since the camera isn't close enough to see it.



I originally wanted her to have a scarf (I might still make a version with a scarf) to have something interesting to animate behind her as she runs around and jumps/rolls. I settled on long hair (pigtails or a ponytail) for now.

ratty redemption [RIP]:
cool, and i'm looking forward to seeing you get this model working in unity. am i correct in thinking unity has some built in animations for human rigs? i watched a couple of video tutorials yesterday but wasn't sure if they were 3rd party plugins.

and can we animate with bones any part of a model? do the bones get affected by gravity or would we fake that?

kat:
Be mindful not to make her too poly heavy - based on the camera's distance and angle you might be able to get away with fewer, although it looks good so far for the purposes of the vids. *up*

ratty redemption [RIP]:
what are the poly limits like with unity?

silicone_milk:
Ratty - From what I'm seeing with Unity's Mecanim system, you make animation clips in your modeling program of choice (Blender in this case) and Mecanim provides a state machine to blend animations together and create 'in-between' animations like running left/right, etc...

That's an excellent question on gravity. I will have to see.

As for poly limits, I'm nowhere near hitting anything unacceptable. I just really like lower-poly models. They give more of a 'game' feel in my opinion.

Kat - I haven't been stressing too much on detail because of the fact the character will be far from the camera, however, in the future, I'll be doing a very similar game with a perspective camera which will be able to zoom in up close on the model. Eventually I'll end up modeling eyes and such for eye tracking and whatnot.

Currently the face uses a 128x128 diffuse, the body will probably get a 256x256 since there isn't going to be too much small detail. I might stop living in 1998 and use a 1024x1024 for the body and 512x512 for the face.

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