Below are some images and a playblast of the test for the profile pullout shots. theres some minor problems though. if you move back too much.. the model will deform and pull out from the back... currently there isn't any texture so you cant really tell the 2D - 3D profile difference. it works.. but need more experiment to resolve this n make it work well.
Below are just some more assets and models that I created yesterday. there are a lot of just boxes and bulk stacks of cardboard boxes. but I'm thinking these are being UV textured using bump map so this isn't a big deal. boxes such as the following assets can be made using textures.
Right, now Breadbeard's rig is complete, all that remains is the weighting and the final jiggle deformer...
This guy holds the record of most annoying to rig, partly because of having to fix the typology of the model and the frequent buggering up of the skeleton, IKs and clusters which caused me to have to go back over the rig bout 5 times and redo it 3 times over the past week, very frustrating but I did it none the less...
Some more Walker blend shapes. I think I'm nearly done, I got this sort of pouting of the lips thing going on, I'm not sure if I have to do him snarling.
UPDATED: I went back in and worked on trying to get that pouting right, man what a pain. This is the best I could get it, messing with it anymore would just mess up the geometry.
MONDAY 29TH MARCH In the wake of my aim to get the vast majority of the rigging done before next tuesday, a task that will put me in the hospital I have finished the rig (unbinded and unweighted) for Patches.
TUES 30TH MARCH Today I spent all day on the rig for the guard. Tomorrow hopefully We will get the blend shapes, which Lewis has finished, applied to the model then we can begin the texturing thanks to the efforts towards the UVs on Farhan's behalf. After that I can begin the weighting process and best case scenario: Guard finished on Wednesday.
today i took a look at all the assets that we already had made by our members. some model assets are made too high poly for what it is. Josh L's model of the apple is really good. but i just think that there are too much un-necessary vertices that is needed. so i went in and re did the apple.
I figured I'd do a scene involving all the characters. I only guessed at their sizes compared to each other and these models aren't the 100% finished versions, but at least you can tell which character is which...