Thursday, 29 April 2010

Vehicles

Heads Up Display First Person Design



This is an idea of how the game will look with a basic HUD using as little display icons to give the viewer a clearer more realistic looking screen. In the top left is the current battery power of the torch, the bottom left are the online players currently playing in coop and will display a voice bubble when an online player is communicating online in game chat. Finally the bottom right will be the amount of ammo the player currently has for the particular weapon they are currently using. there would be more interactive display icons with in the game when interacting wether it be opening door or healing a player with a health pack only appearing when close to a door or player for example.

Wednesday, 28 April 2010

Logo Designs

Enemy Designs - Military




This is a model being used as the russians to help demonstrate the gameplay.

Pyro



The pyro uses a flamethrower its primary weapon and has very heavy bullet proof armor with two high powered lights they are the soldiers that are the prepared defense of the russian soldiers built for repelling the Screechers. The two lights are used to defend against the monsters and to blind players especially those currently using night vision.

Animating

Appending in Blender allows me to be able to import a mesh and armature into a scene ready for animating. I did this by opening a scene click file>append then located the rigged character file and opened the object folder in there and shift selected the mesh and armature and clicked append.

The character was modeled by using keyframing in pose mode to create the move ment of the model using the I key to insert a keyframe applying the location and the rotation of the bones.

Rigging

Rigging the Screecher



Added an armature and sudivided and positioned into place using B-Bone mode to create segments in the neck and spine bones to produce a much more flexable bone to give realistic movement.



After adding an arm I selected the shoulder bone and then shift selected the top of the spine and parented the two together using control + P and kept the offset.

Duplicated the lower spine bone and parented to the original keeping the offset, the selected the upper spine and shift selected to the duplicated bone and parented but this time connected rather than offset. I also selected the upper spine bone and in the bones options unticked the inherit rotation so to allow more movement around the characters waist.

Then I parented the thigh to the lower spine using shift select and control + P keeping the offset. This method allows bones that are connected to move simultaniously in their relative position without having to be actually connected to one another (linked).



Selected the arm and leg duplicated them using shift + D then changed the pivotpoint to the 3D cursor and scaled the duplicted armatures on the x axis by -1 which then mirrored over the selected armature.

Selected the mesh and shift selected the armature then used Ctrl + P to parent the two together, using "with automatic weights". In pose mode the armature now controls the mesh but had a slight error with the eyes as when the head bone moved vertices started stretching from the eyes. Fixing this error could not be easier after selecting the head bone I then selected the mesh and went to weight paint mode where I could then add the vertices to the head bone by painting them.



Rigging the human mesh

Monday, 12 April 2010

Exterior Designs

Abandoned Military Factory



This is the abandoned military factory one of the locations that the player will encounter through out the campaign of the game.

Island



Island design.

Textures used from cgtextures.com
Rendered Using Yafaray with Blender

Interior Designs





This is inside an underground bunker in the abandoned military base where the screechers are more commonly encountered here players will have to use the use of very little lighting movining between flickering lights and by defending themselves with their torches.