Last week I dropped a few coinz on a new desktop. Last one I had wasn't bad but felt like just going a bit higher. The 8 core AMD Is really a step up from the i5 and I have more ram to work with. Also got one of the new nividia card models based on the new Maxwell architecture, it's a slight improvement over the Radeon I had in the other system.
Been doing tutorials in Unity again and working on enemies in Blender. I also have to spend some time working on "ground" and props. I'll probably spend some time learning more about the compositor in Blender this week if all goes well and I don't get swamped with chores.
New Dev Comp specs if anyone is interested in techno garble.
Vid card - Gigabyte GeForce GTX 750 Ti 2 GB
Processor - AMD FX Vishera 4.00GHz
Ram - G. Skill RipJaws X series 16GB
Case - Corsair Carbide Series 500R Black Steel structure
Mother - GIGABYTE GA-970A-D3P AM3+/AM3 AMD 970 SATA 6Gb/s
HD - Western Digital WD10EZEX 1TB 7200 RPM 64MB Cache
CD - ASUS 24X DVD Burner - Bulk 24X DVD+R 8X DVD+RW 12X
PWR - Corsair 750W (Ripped it out of the other comp)
OS - Win 7
Wednesday, 5 March 2014
Tuesday, 18 February 2014
Just Wanted to share
Just finished the animation for the skeleton falling and getting up. It's my first animation that moves a character to this extent. It's 200 frames long (or 199 if you don't count the double start frame).
The start is kind of sluggish on the gif, but it doesn't really matter since the final animation speed will be set in Unity.
The start is kind of sluggish on the gif, but it doesn't really matter since the final animation speed will be set in Unity.
Monday, 17 February 2014
Ho Hum.... Happy Family day if you live in Canada.
The winter finally got to me. Production has been slowed down a fair bit as my stamina gets depleted faster (I still have a full time job to do).

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.
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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