I have created some rough concepts for the project. Mainly on this "Fallen King" design, this is important for me to get right as a lot of the visual design of the castle and enemies will stem visually from the design of the king.
During the tutorial I am following the video asks me to use a greatsword walk animation downloaded from Mixamo. However the animation file used is not rooted, so they use the Unreal root animation function, however this adds a slight wobble to the character as he walks which looks rather silly. I know that Mixamo has an in built root function within it that works a whole lot better. This was my first time importing animations myself without using a pre-set asset file and it unfortunately went wrong. When imported the file seems to have issues with the skeleton and the end result is this warped nightmare. This was a simple issue of the model I was using used a different rig to another. I now have a weapon switch function which changes the animations of the character as well as slowing the character down when the greatsword is equipped.
I have started to create a block out the level in Unreal 4 in order to get a sense of the scope of the level and to generate some ideas. I have decided that my level will be set in a large gothic castle with 2 huge looming towers providing a visual focal point that the player will see at the start of the level and will hopefully want to reach and explore the castle. As the towers are such a key point in the design as well as the structure of the castle I have blocked them out first as the size of the towers will inform the scale of the entire level. The mountains in the background are helping in this regard as is the stack of Unreal default character models. The mountains will likely exist in the final level as to sell the scale of the castle to the player and give them a sense of accomplishment and progression upon reaching the top. However the current implementation of these mountains is far too polygon intensive and a waste of performance resources as a whole for a back drop. Polygo...
I have continued to work on the 3D model for my protagonist. I am happy with the overall progress I have made with this model but I am currently stuck on how I want to proceed with the look when it comes to the design of the arms and legs. This is pushing me towards creating concept art so I get a more specific idea on what the visual style of my project will be.
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