Sunday, June 5, 2011
Final Special Projects Post
Wednesday, May 25, 2011
Progress
Thursday, May 12, 2011
Tuesday, April 5, 2011
Spring Project Proposal
1. A working title for your project. FragStone (cont.)
2. A one-sentence description of your project. An arena based FPS, set sometime in the future.
3. A one-paragraph description of your project. This project is a continuation from previous terms, specifically last term. I will be focusing on building one of the main characters for the game. Last term I was worked through a character concept. This term I hope to get the model made and maybe some animations if time allows. I will also be working on some of the programming side of things this term.
4. A one-page description of your project.
This term I would like to create one of the lead characters for FragStone. This process will have many steps.
Last term I worked through some of the pre-production steps. I started with gathering references and then listing what the character should look like. Next I worked on some silhouette treatments/light sketching. Next I drew a concept drawing of the character, and started on orthographic drawings based off the concept drawings.
At some point during last term, FragStone got a new concept artist. This was about the time I finished my character concept. The new character concept blew mine out of the water, so I will probably be using it to make ortho’s and begin modeling. But on the basic levels the concepts are similar enough I can make ortho’s and model for both.
Now that the concept work is done I will begin the modeling process. Using the orthographic drawings I will flush out the character. After the modeling is complete I will create a basic texture/material for the character. I don't wanna spend a lot of time on this step, just enough of a texture to help map out for a more detailed texture later.
After the character is modeled, and has a basic texture I will move on to rigging. I am not very familiar with rigging, and have never rigged a bi-pod. So this step could take a lot of time or no time.
After rigging is complete I will begin animating. For this step I would like to do the basic animation for the game to work. These would be a walk cycle, a run cycle, strafe, at least 1 idle, crouch, crouch walk, jump, shoot, etc. Once the animation is complete, I will go back and complete the textures. Thruout the process I will be testing out the the character in game. Once the character is fully integrated, I may make more animations.
5. A description of your products of study—what you're going to actually produce during the course of your project.
A mid/high poly correctly built bi-ped in maya/mudbox.
6. Visual and/or written research for your project—other people’s work -http://www.massiveblack.com/MBwebolution/illustration.php
-See Previous Posts
7. Treatment visuals for your project—your own work
-See Previous Posts
8. A written description of specific technical and research issues you will need to address during the course of your project.
The Character Must:
-be around 10-15k poly count (lower is better)
-use sharp geometric shapes on his armor like triangles. (This is to be in contrast to the "Good Team" style, which is very curvy and sleek)
-arena based style
-bi-pod humanoid/mech I will be regularly testing the model in Unity3d along the way. Especially during the animation phase.
9. A timeline of your project.
Tuesday, April 5 – Present Project Proposal
Thursday, May 5 – Have base model flushed out.
Saturday, May 28 – Have model done and ready for next steps.
Final Critique - Be ready to present
Sunday, February 27, 2011
Project Term Evaluation
Usually when I think of a creative studio, I think that all the people in that studio are working towards a single goal or project. Our class(studio) had many different projects. I think being able to bounce ideas off each other is important for anyone's creative process.
I did not have nearly as much time to work on this as I thought I would. My capstone project got switched two weeks into the term, and the new project is WAY bigger than the original, it took over. :) The time I did have for this project though, I tried to do my best.
Due to serious technical difficulties with Maya and Unity 3d I was not able to get a demo of FragStone complied. My student license for Maya expired and so Unity wouldn't recognize the Maya Objects in the game. Among other problems. I will try to get a demo together over spring break.
Lonny
Thursday, February 24, 2011
Monday, February 21, 2011
Monday, February 14, 2011
Open Frame Works
Check out the gallery:
http://www.openframeworks.cc/gallery
-Lonny
Sunday, February 13, 2011
Tuesday, February 8, 2011
Mid-Term Evaluation
Sat. 2-12 - Work on concepts
Sat. 2-19 - Work on concepts/Ortho's
Sat. 2-26 - Work on Ortho's/Start Modeling
Mon. 2-28 - Have Concept and Some kind of start of a model ready to present. Also have Demo of general Fragstone gameplay to present.
Hopefully I will have more time next term...
Lonny
Thursday, January 27, 2011
Silhouettes #2
See it Bigger!
The changes are subtle. I guess that's just my process. I have a fairly good idea what I am going for at this stage.
Sunday, January 23, 2011
Monday, January 10, 2011
Saturday, January 8, 2011
Art 450 Project
Project Name: Fragstone Game (continued)
Description: Fragstone is a arena based First Person Shooter(FPS).
Game Engine: Unity 3.0
Winter 2011:
This term I would like to create the "bad team's" lead character. This process will have many steps. I will start with gathering references and then listing what
the character should look like. Next I will do some silhouette treatments/light sketching. Next I will draw at least 1 concept drawing of the character. Then I will make
orthographic drawings based off the concept drawings.
Once the concept work is done I will begin the modeling process. Using the orthographic drawings I will flush out the character. After the modeling is complete I will
create a basic texture/material for the character. I don't wanna spend a lot of time on this step, just enough of a texture to help map out for a more detailed texture
later.
After the character is modeled, and has a basic texture I will move on to rigging. I am not very familiar with rigging, and have never rigged a bi-pod. So this step
could take a lot of time or no time.
After rigging is complete I will begin animating. For this step I would like to do the basic animation for the game to work. These would be a walk cycle, a run cycle,
strafe, at least 1 idle, crouch, crouch walk, jump, shoot, etc.
Once the animation is complete, I will go back and complete the textures.
Thruout the process I will be testing out the the character in game. Once the character is fully integrated, I may make more animations.
Process:
1. Concept (Photoshop)
-Gather References
-Silhouettes
-Concepts
-Ortho's
2. Modeling (Maya, maybe zbrush or mudbox)
3. Basic Texture (Maya and photoshop)
4. Rigging (Maya)
5. Animations (Maya)
6. Texture (Maya and Photoshop)
7. Integration (Unity)
The Character Must:
-be around 10-15k poly count (lower is better)
-use sharp geometric shapes on his armor like triangles. (This is to be in contrast to the "Good Team" style, which is very curvy and sleek)
-arena based style
-bi-pod humanoid/mech
Term Schedule:
Because of my schedule this term and the level of quality I am going for, I see myself realistically finishing the concept and modeling phases of this project. Here
are my goals at this time:
Wed. 1/12/11 - Have all references gathered and begin Silhouettes.
Wed. 1/19/11 - Have Main ideas and features flushed out with silhouettes and sketches. Begin concepts.
Wed. 1/26/11 - Evaluate and Post progress.
Wed. 2/2/11 - Have concept completed. Begin Ortho's.
Sat. 2/5/11 - Finish Ortho's, Begin Modeling.
Wed. 2/9/11 - Evaluate and Post progress.
Wed. 2/16/11 - Evaluate and Post progress.
Wed. 2/23/11 - Evaluate and Post progress.
Mon. 2/28/11 - Final Presentation
THIS SCHEDULE IS SUBJECT TO ADJUSTMENTS.
What I plan to learn:
-The main thing I want to get from the whole process, is a better understanding of the entire production line from concept art to finished (modeled, rigged, textured, animated)
character.
-This term I hope to better my drawing, specifically proportion and perspective.
-I will continue to learn maya, and possibly a little zbrush or mudbox.
Lonny Bevill