Wednesday, 29 April 2015

Adaptation B - Turnaround with Animation.

My final turnaround along with animation.

Sounds from

Adaptation B - How to Play.

Instructions giving you a low down on how to play the game.

Adaptation B - Animation Testing.

Yesterday I worked on an animation to preview my witch, working on her run and then slowly started to build up the scene by her passing objects like a rug and the settee. I got the tongue of the settee to also move to show what kind of thing it would do.

The First video is the first walk cycle I did, but was too slow.

I then looked at a few videos of running and put this into my own work.

Finally adding the settee's tongue movements.

Tuesday, 28 April 2015

Adaptation B - Possessed Settee.

To accompany my witch, I've modeled a possessed settee which would be roaming in the study or about the mansion, to give an example of what it may look like in the game. I wanted to modeled her kitten, but wouldn't of have enough time.


 I put the rug uv texture on the same map as the settee, thinking about game memory and space.

Monday, 27 April 2015

Adaptation B - Turnaround Tester.

This is a preview of a turnaround for the Witch. I'm going to give her a slight animation to preview her walking and also model some scenery to give a picture what the game may look like.

Turnaround Practice from Ruby Newland on Vimeo.

Adaptation B - Witch Lighting.

I've experimented with lighting, using a directional light and a ambient light to give a overall tint to the model.

No Lights

Directional Light Added

Ambient Light added
Pink Ambient Light
White Pink Ambient Light

Final - Dark Purple Ambient Light

The lights were plugged into each shaderFXshader.

Friday, 24 April 2015

Adaptation B - Witch Textures 3 & UV Texture Maps.

I've plugged my textures into ShaderFXshader, and made a rug for her to stand on (one of the objects of which she can bounce on).


UV Texture Maps.

Adaptation B - Witch Textures 2.

I've gone ahead and worked into her textures, giving her some depth rather than looking flat. I've added a cotton texture to her dress, dirtying it up having a smudge of lipstick on it and a velvet for her cape and tested it on her hat also.

Thursday, 23 April 2015

Adaptation B - Witch Textures.

I've started texturing her. These textures are only applied to her as a lambert but will go into Shader FX once sorted out her textures. I'm trying to create the white outline that follows round her silhouette but can't achieve the same effect as didn't think about it being in 3D; maybe possible lighting might be able to achieve the same effect?

Wednesday, 22 April 2015

Thursday, 16 April 2015

Adaptation B - Witch Modelling 9.

Today I finished off her UV maps, tweaking a bit of her geometry and have done her the skeleton.

Wednesday, 15 April 2015

Adaptation B - Witch Modelling 8.

Focused on tweaking the little bits of her today, sculpted her bunches to look more fuller like they would do and also made creases to where her arms and legs could bend. Started some UV mapping also.


Monday, 13 April 2015

Adaptation B - Witch Modelling 7.

Hat has been modeled and added to the witch, I changed the hat slightly by making it look more bent rather than dead straight. Along with the hat, I've started on modeling her cape.

Thursday, 9 April 2015

Adaptation B - Witch Modelling 6.

Body, arms and legs are now done; completing her. Cape and hat still need to be modelled but have started to even out her mesh, making her more high res for a phone/tablet style game.

Wednesday, 8 April 2015

Adaptation B - Witch Modelling 5.

Modelling continued. Went back over her hair today to match with her rounder self, and also made her bunches look wonky as they do on her orthographic. I've started her dress again, and this time round looks much rounder also.

Tuesday, 7 April 2015

Adaptation B - Witch Modelling 4.

Today I've spoke to Alan and he's helped me turn my current witch model into a witch that looks much like her by adjusting the mesh. Before this I started modeling her dress, which needs more work on as its very square; but want to sort the head out before carrying on.

Wednesday, 1 April 2015