I would post it as a video on here, but due to the poor video quality I decided to use a you tube link instead for HD. I would watch it on full screen if it runs smoothly on your computer. I decided to do an acting shot for the first time to learn planning skills and to find my own workflow. I should have have more body mechanic focused animations soon. Tell me what you think!
Monday, December 26, 2011
Monday, December 19, 2011
Saturday, December 17, 2011
Thursday, December 15, 2011
Wednesday, December 14, 2011
Final for Gill's class. The modeling is somewhat basic, so eventually I'll add more to it. It was pretty fun to make. I had A LOT of technical problems though, mostly cause of the fence. Anyways tell me what you think and turn your volume up for sound.
Sunday, December 11, 2011
Layered animation tutorial
This guy does everything differently than how I'd do it, but it's definitely a valid and powerful way to work. This method is called "layered animation," in which you focus exclusively on creating motion one channel at a time until it builds up into the performance you want. It can be very unwieldy at first and makes extensive use of the graph editor.
Monday, December 5, 2011
This coming Thursday plan to meet in room 202.
Starts at 12:30 ends about 4pm
We'll be covering proper workflow from maya to udk as well as more in-engine tools -
1. Engine shenanigans
-Creating K-Actors(interact-able physics objects)
-Setting up a sky dome
-Light mass importance volumes
2. asset importation
-Creating custom collision on complex models
-Importing from maya to udk
3. Kismet material/shader node editor
-bump & Normal maps
-Overview of the logic behind kismet and what it can be used for
-Generate AI through spawners and create AI paths using kismet
-Create simple objectives using kismet and volumetric based triggers
-Animate an elevator using in-engine anim tracks and kismet
make an environment using all the disciplines covered thus far including binary space partition(BSP).