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Showing posts with label capstone. Show all posts
Showing posts with label capstone. Show all posts

Wednesday, July 16, 2014

Capstone update

Add emissives to the new ship in order to see shape
100% Complete

Adjust the scale of Humbolt windows to match the scale of surrounding buildings
76.3145672345% Complete - textures are done but someone else had the whole building and all the assets checked out so I couldn't push them.

Adjust alien dying animation to Nicks comments
100% Complete

Adjust alien beam attack animation to Nicks comments
100% Complete

Get battery light working on camera again
100% Complete

Update Humbolt power cells
0% Complete - I need to be updated on what is to be done to them

Wednesday, June 25, 2014

Capstone Update

Tasks:


Animate the alien (walk, run & attack): 100%



Attach the weapon to the soldier in animations: 100%
Finalize soldier animations: 100%
Idle2, walk weapon at the ready, run, fire, get to cover, fire from cover, toss grenade


Modeled grenade



Update the vehicles to the concepts (beat them up and throw dirt on them): 100%
Beat up the news van. Updated the van and created 3 different generic materials. Updated the car geo and created 2 different materials for it.





Updated camera geo with eyecup and toned down material. Built emissives for battery level meter functionality.



Monday, June 9, 2014

Tasks:
Finalize camera and get in engine - 100%
Humbolt BLDG (additional task) - 100%
3 soldier loops - 66%
3 soldier actions - 0%

F50 Work in progress (Capstone & Portfolio)

Ryo critique


Original Camera

New Camera

Humbolt v2.18 (WIP?)


I organized the animations, skelMeshes and control curve files, removed redundancies and mapped out a file naming structure. There are 68 Animations to tune and tweak. (16 soldier, 12 alien, 40 civilian). I am hoping we can weed some of the civilian animations out.
File Naming:
Soldier = SOL_*
Civilian = CIV_*
Alien = ALF_*
Event (non loop-able) = *_ANIM
Loop/cycle - begin and end pose identical with zero translation = *_LOOP
Loop-able Event - begin and end pose identical = *_LANI

SOL_idle2_LOOP 3 cycles(WIP)

Soldier base pose, shoulders squared off, feet shoulder width apart, right foot slightly ahead of the left.
I did the first LOOP and realized we needed to add the weapons to the soldiers. I'm still trying to figure out the best method. I set up a skelMesh for the weapon as well as folded and unfolded buttstock. I'm in contact with the "HIT" team to see how they handled it.

Monday, June 2, 2014

Capstone models

Tasks Completed:
Prop modeling/texturing with Zach (5 props) - 125%
Edit 3 soldier anims (walk 2, run 2, combat roll) - 100%
Edit 4 alien anims (death2, idle2, walk2, run2) - 100%

Focal Length News 13 Van

Flatbed with "blackhole" generator power

Ambulance


Roll up door, receiving dock

Alleyway doorways


Tuesday, May 27, 2014

Animations and a MilSpec cargo box

I transferred motion capture Data for 32 separate takes (alien, civilian and soldier) from our shoot on Friday onto skeletons and exported them to FBX files for the rest of the team to work on. I edited and created animations for 5 civilian, 6 soldiers and 4 aliens.
Civilian rioting: power to the people
Civilian rioting: up yours
Civilian rioting: lets go
Civilian: talking on the phone
Civilian: hobble (walking with broken leg)
Soldier: toss hand grenade
Soldier hand signals: cease fire
Soldier hand signals: halt
Soldier hand signals: secure the perimeter
Soldier hand signals: rally point
Soldier hand signals: cover me
Alien: Communication
Alien: Death 1
Alien: Crouch down
Alien: Double take




MilSpec Cargo Box

I modeled this MilSpec box as a set dressing prop for Focal Length. 

Sunday, May 25, 2014

F50 Hawkeye


The F-50 Hawkeye (VTOL) is a multi-role strike fighter. It can be armed with 2 underwing, 30mm cannon pods as well as 18 air to air or air to ground, optically "fire and forget" missiles. It is the epitome of brute force technology for all those messy encounters in the year 2064.

Rendered in engine (Unreal Engine 4.1). It has 4200 polys and 4 (1K) maps: color, normal, specular and emission. Maya was used to create the base mesh which was then taken into ZBrush for hard-surface treatments and normal map generation.

Sunday, May 18, 2014

Capstone Work

Capstone (Focal Length) Work:
Parkman Gazebo, Boston

Collapsible Czech Hedgehog
(aka Tank Trap)










Humbolt Building