Monday, January 2, 2012

Tuesday, May 31, 2011

Tuesday, April 5, 2011

Wednesday, March 16, 2011

Mental Ray vs Unity 3d Rendering

I've just completed my first in game render of the first room. Here it is next to a Maya Mental Ray Render

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

Reception Room

Decontamination Room

Missile Room

Control Room

Reactor Room

Containment Hall 1

Containment Hall 2

Containment Hall 3

Klaus' Office

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

Been awhile since I posted something. With moving, starting a new job, and other things I haven't had much time to sit down and do some solid work. However, I was able to do some minor work recently, and should have a truly detailed post later this week.

As for this post, I was able to get some more of the core AI up and running. The character currently approaches and stops within certain distances, and when inside an attack range it will trigger an attack (which is just printing to the console now; real attacks will be put in later). The movement also doesn't consider if something is in the way of the enemy. It'll keep running into a wall or gate until it is out the way.

Some of the code is off and buggy, but it's a start. Hopefully by the end of the week I'll have a color-coded post up and maybe even a video.

Monday, July 19, 2010

Crimson Crisis Acrobat Zbrush Sculpt

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.






Rising Sun/Danny Boes In Game Model