Thursday, 27 November 2014
Wednesday, 26 November 2014
When rigging I have treated the front shoulders and the back pelvis both as pelvis joints. Afterwards I have parented the back pelvis to the tail control so the tail will rotate with the back of the pelvis and the front shoulder joint to the chest control to make the spine interact with the pelvis and shoulders.
I was thinking about rigging the ears like the tail rig but was unsure whether to or not. Also when I scale the back of the tail doesn't seem to scale with the rest of the geometry it seems to move instead and I am unsure why. The same happens when I move the Hyena in the translate using the world control too.
Tuesday, 18 November 2014
Monday, 17 November 2014
I've put the joints in for the hyena, I was not sure whether I should connect the tail onto the spine as you don't for the horse joints in the tutorial but on the porcupine it was connected.... I've managed to skin the joints onto the mesh and it works fine, I am just unsure whether the joints are in the correct position or not?
Friday, 14 November 2014
Wednesday, 12 November 2014
Monday, 10 November 2014
Wednesday, 5 November 2014
Starting to model the head of the hyena, I've almost done the eyes then to move onto the mouth and throat. Afterwards I need to model the ears properly and the neck and body.
Tuesday, 4 November 2014
This is what the game would look like from above when playing in the god mode of the game. Each place that the player makes can vary depending on what life source they want to harness that room with. Some will be evil and mysterious like the red one, but the player has to be careful because the evil can take over that room and they wont know what is going on in that room and they will find out when they are placed into their own dungeon.
There is a home base where all the heart of dungeon is kept. Over rooms that be made are rock rooms where it creates golems, but they can tunnel out and create rooms for themselves, but they can bump into unexpected things!
For my first enemy for my character project I designed a character that has sea environment on top to disguise himself and blends into the scenery but then underneath is where the monster lurks. Therefore when playing this game in the maze survival mode you would need to get the energy source to gain their power so when you revisit this place in the dungeon you can camouflage yourself as one of them and get through that part of the level with no difficulties.
In my game you when are cursed into the prison from the other gods (that you have been building) your task is to escape it and by doing so you evolve your character to get past obstacles within the game. I have experiment with the different evolutions of strength, stealth, speed, electricity and the normal sea critter design.
Saturday, 1 November 2014
For designing the environment I got Donkey Kong. I thought of giving him a big banana hummock and barrels around him. He also wears a tie so it suggests that he is a bit civilized so I gave him a drying rack with his ties on.