Monday, January 2, 2012
Thursday, September 1, 2011
Wednesday, July 27, 2011
Tuesday, May 31, 2011
Saturday, April 30, 2011
Tuesday, April 5, 2011
Monday, April 4, 2011
Sunday, April 3, 2011
Wednesday, March 16, 2011
Mental Ray vs Unity 3d Rendering
Real Time Unity 3d Render Screenshot

Pre Rendered Maya Mental Ray Screenshot

If you can notice, the Real Time Unity 3d Render blurs the textures when viewed at an angle. The steeper the angle, the more it blurs. Also, the In Game Render shows texture seams where I have used repeating texture patterns at these angles. When viewing these In Game textures flat on, the blurring and texture seams disappear.
I will update this blog post when I have learned more.
Monday, October 4, 2010
Crimson Crisis Inital Environment Builds
Thursday, September 9, 2010
Friday, September 3, 2010
Thursday, September 2, 2010
Sunday, August 29, 2010
They Liiiiive!... Sorta
So I'm a bit late on this post, but here we are. The beginning of the AI is done, with a few bugs. No video right now but will probably be added later.
The Main AI
The EnemyController class will be the main driver of the enemy's AI. It will have all the major logic, state variables, and ranges.
The state variables are the same at the players, and include idle, moving, attacking, and alive (which was added to the player class as well). The same attack variables are used to control when to attack and the attack range boxes as the player. The only difference is what triggers them. The player needs input in order to attack, but the enemy will only attack when the player is at attackRange or less. There is a bug that when the person enters the range it will do the full combo even if the player moves out the range, but will be resolved sometime. Attributes and animation are handled just like the player's character.
Other ranges are used to control when to follow the player and when to stop approach. These are viewDistance and stopMovingDistance respectively. If the player is between these values, the enemy moves to the player.
What determines the direction to move is the Compass class. At this time, it only determines the direction to move. It always watches the player's transform object to determine distance and direction if within range. It will later evolve to check to see if the enemy can truly "see" the player using a "head point" and will determine if they can walk to them via a "foot point". Raycasting is the current idea, but will do some further research to be sure that this is the best way.
What's Up Next
Further revising to the Compass class is up next. When finished, the enemy should be able to "see" a player, and then move to it if possible. If not, it will stand and wait until it can. This shouldn't be needed unless we use gates or other major obstacles.
Sunday, August 8, 2010
Minor Update - AI
Wednesday, July 28, 2010
Tuesday, July 20, 2010
Monday, July 19, 2010
Crimson Crisis Acrobat Zbrush Sculpt
Challenges:
Knife Belt - I had to decide wheter or not I wanted to give the knife belts actual geometry, or use normals and textures to make them. While giving the belt geometry would have made it standout, rigging the movement of the extra polygons would have been troublesome. I decided to use both techniques. I used normals/textures for the belt part, and gave the knives and belt strap geometry. The deformation of the legs would take care of the belt's movement, and the adding rigging the knife to the Knee Bone Joint would take care of its movement.
Pants Texture - I had to decide whether or not I wanted to use masks to make the pant's pinstripe texture or to do it by hand. I decided to do it by hand to give the pants are more imperfect and homemade feel.
Hair Sculpt - This was the first character I've made so far with long hair. I decided to keep with my simple aesthetic and just make it one whole piece of geometry. I then used stylized sculpting to add a layered feel.











































