Sprint Blog #6
To start off this blog, I would like to mention that I transferred my Duckbob Steering card to my other teammate since he was completing the other Duckbob animations, and we figured it would be easier to implement that way.
This sprint I completed a few animations as well as making another creature for the game. After talking back and forth with the designer and the producer I got the animation for La Llorona "shaking" to a desirable place. This part was a bit of a challenge due to having to constantly tweak keys and the little amount of reference available. At first I tried to look up references online but there weren't enough that were matching what the vision was, so I took matter's into my own hands and acted out how I thought the motion should go.
This is the end result;
Next item of business, a couple of sprints ago I mentioned that I had modeled a creature that was on the backlog, since I had a little free time. Well, as it turns out, we did end up needing that character added to the level, so I got straight to retopping the little grassman.
This character was finished a lot quicker then the previous due to a mix of it being less demanding and I got more practice in with the previous creatures, so I knew what I was doing. As always, I first retopped him, splitting it into sections such as; the face was separated from the head, the arms and legs separated from the body. That technique helps with edge flow, as I was taught that if they are separated in real life, they should be in the digital world as well. Then I UV'd it, which was fairly fast, and put it through Substance Painter to be textured. As per the previous character's, I do hand paint a lot of the texture since we're going for a specific style not all generators can capture.
lastly, I rigged the little guy. This part wasn't as hard as the previous since he was missing a lot of joints such as the elbow, and knee's, so I could get away with not including those in the rig. For the finger's, I didn't set up individual controlers since I already knew they were going to be animated a specific way and to save time, made a "hand" controller that incorporated what I needed. For example, I made a new attribute, called it a "curl" and then used Set Driven Keys to animate the fingers.
Next sprint, I will be finishing up my last animations, which is La Llorona approaching the player, and the little Grassman jumping.


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