Thankfully the winter is almost over (I hope). Since I have 3 days off I got a fair amount of work done along with relaxing.
I've been working on this enemy on the long weekend. The quality is a lot better than the above gif, I just wanted to make it lean for this blog, it would have been 64 megs if I didn't optimize it! Gimp kind of botched it a bit, but its still good enough to give you an idea on whats happening.
I'm making separate layers to use in Unity that will "go over" this character, such as sword and shield possibly armor in the future too. This will take less memory and cut render times down during the creating phase. Its sort of like the paper doll concept.
After I have enough animations for this skeleton, I think I'm going to work on game mechanics next. Since I'm still learning it's a good idea to just try it out. I haven't really touched the animation category in Blender until I made this skeleton, I screwed up quite a few times until I got an idea what I was suppose to do. So I want to go ahead and screw up with the game mechanics and make mistakes now on a simple character then on hard to manage, like the heroin.
As for the witch and heroin I showed last time I kind of put them on the back burner ^_^; Characters with "meat" on them are kind of harder to make look good during animation. Still running into a few issues that I'll have to research on how to solve when I have time (and patience).
That's pretty much it for now, anything else I've done was more or less tutorial stuff and not really worth mentioning.
EDIT: Ignore the 64 megs part, Gimp was messing with my head.
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