Thursday, 5 June 2014
Rationale
For this assignment we chose a book, film, or game universe and develop a character that would fit within that world. For my assignment I have been working with Nyuk Nyuk games to create a character for their next game "BugHunt".
I have given him bulky, worn armour, covered in caution lines and scratches to reflect his job as a Bug Hunter (When the bugs you are hunting are deadly aliens you need some pretty hefty armour.) However, he is not a specialised military unit, he doesn't have the highest technology in weapons and armour - He is an average Joe of the future. (Garbage man, exterminator, pest control, etc.)
In the Tub Jumpers Universe the humans are extremely skinny and have floating heads inside spherical helmets, so I have made several changes to match the proportions of my character to fit within the universe's rules.
I had to keep the poly-count as low as possible for my character because he is going to be used in an iPad game, so reducing lag by keeping the amount of faces low is an important thing to keep in mind. I would have liked to try a more complicated model but my character had to stay fairly simple to match the game's style.
I created the 30 second timetable to have 15 seconds of bright light so that the model can be seen clearly, then 15 seconds of a dark atmosphere that he would likely explore during his job. The lighting effects on the armour was surprising easy to create in Maya and improves the function of his suit to match his required tasks.
I have given him bulky, worn armour, covered in caution lines and scratches to reflect his job as a Bug Hunter (When the bugs you are hunting are deadly aliens you need some pretty hefty armour.) However, he is not a specialised military unit, he doesn't have the highest technology in weapons and armour - He is an average Joe of the future. (Garbage man, exterminator, pest control, etc.)
In the Tub Jumpers Universe the humans are extremely skinny and have floating heads inside spherical helmets, so I have made several changes to match the proportions of my character to fit within the universe's rules.
I had to keep the poly-count as low as possible for my character because he is going to be used in an iPad game, so reducing lag by keeping the amount of faces low is an important thing to keep in mind. I would have liked to try a more complicated model but my character had to stay fairly simple to match the game's style.
I created the 30 second timetable to have 15 seconds of bright light so that the model can be seen clearly, then 15 seconds of a dark atmosphere that he would likely explore during his job. The lighting effects on the armour was surprising easy to create in Maya and improves the function of his suit to match his required tasks.
Wednesday, 4 June 2014
Monday, 2 June 2014
Sunday, 1 June 2014
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