Unreal engine – Lift

To add more interesting scenery to my game, I have decided to create a cliff side which can take the player to a separate part of the level. In order for the player to get up the cliff, I have imported a lift mechanism that I created in blender. The model itself is fairly simple,…

Digital artefact – Dragon speed sculpt

While creating a dragon sculpture within Zbrush, I decided to record the process on quicktime. The reason for doing this is so I can go back through the video and see what techniques I used and how I might of completed the model in a more effective manor. The video is sped up to x2000…

Digital Artefacts -Character Rigging

In order to have more control over my character’s animation, I decided to rig him from scratch myself. For this particular project I used blender, the manual nature of this program means I had more control over the armatures and animation. Below we can see the unrigged version of my character, the bones were simply…

Cave level

Due to the previous level having little opportunity for platforming, I have decided to create a new level in a dark cave. I have already migrated all of my assets so this level should be fairly straight forward to complete in time. I am planning on making use of the provided fire blueprints to create…

Final touches to the goblin merchant

I have finally finished my first NPC and his animations, so I am ready to export him to the unreal engine. The animation takes up about 1000 frames and is fairly rough, but for the time being it will have to do until I have spare time to animate it fully.

First NPC + animation

Too keep ahead I have decided my next step to be to create an NPC to interact with in the game. At the moment I would of preferred to include either a blacksmith or a merchant, however due to the lack of time I had to gather a previous goblin project to provide information to…

Run Cycle

To allow my character to move smoothly in the engine, he will need to transition from a walk, to a run. This was one of the more awkward animations to get right, however the end result Came out quite well. I had a few troubles isolating certain frames like the arms, before I found out…

Idle animation

To give my character a certain life about him, I have decided to create an idle animation for him. This simple animation will slightly sway his body and make him fidget to not make him completely still, this will continue for several seconds before looping. Out of all the animations this one required the most…

Jumping animation

The next step in my game is to animate my character and import him into the unreal engine. I have started by opening a dope sheet within blender to begin a jumping animation. So far the task has proved awkward, however it is only a matter of slowly perfecting the jump slowly, so it shouldn’t…

Borg project

To keep up my 3d modelling skills, I have decided to work on a different project that will contribute to my digital artefacts assignment. I wanted to experiment making a model using different programs, then seeing what programs were useful for making specific parts. I have decided to create a Borg from the series Star…

Solving the overlapping UVs problem

Recently I have been having trouble with lighting in the unreal engine, as  keep getting warnings that my UVs are overlapping, and the engine can’t lightmap the mesh. This took up a lot of time to fix, as most of the online help didn’t prove to be very useful. I went back into blender to try…

Dragon sculpture outcome

I have completed the final touches of my dragon sculpture. In the end I used a mixture of polypaint and alphas to texture him to a decent level, as well as some colour mixing for the wings. I am quite pleased by the outcome, however I would like to revisit this project at a later…