Wednesday, February 28, 2018

54. Monster Truck Basic Modeling Process

       Welcome to my next blog post where I share a basic insight into creating models for my game projects. For the vehicles, I attended car shows to gather references to model from. I took pictures of the front, back, sides and top of the vehicle to help with the modeling process. There are many ways I approach this and often I try different methods. This blog post simply illustrates the basic workflow I follow. The first part is to block out the 3d model. This step is about keeping the geometry simple and getting the proportions and shapes right. I often start this in sketchup to keep everything low-poly and simple. I normally don't model the vehicle in its entirety. I model individual components of the vehicle separately to be assembled later. For example, I will model the chassis, wheels, suspension, seat, and engine separately and then import the models to into one scene to configure the vehicle. Below is a screenshot of the final assembly. 

Final Assembly
       I use Sketchup for this to keep everything low-poly and pretty basic. Once the assembly is complete, I export the model as a .3ds file to later be imported in 3D Studio Max. After touching up the model in 3ds Max, I export the model as a .fbx file and import it into Autodesk Maya. I am aware that Sketchup can export .fbx file types. I've encountered issues when I import an .fbx file exported from Sketchup such as missing faces and gaps in the models' geometry. I've found ways to fix most of them however, when exported as a .3ds file from Sketchup, all of the detail, textures and geometry is retained with no issues for the most part.

Thursday, December 14, 2017

53. Euclideon Welcomes the World to Holoverse

       Hello everyone and welcome to my next blog post. This is news many have been anticipating for quite some time now. I am aware I've been pretty late on posting this so my apologies up front. Euclideon has opened the world’s first hologram entertainment center where people can play games and have holographic adventures. Bruce Dell, the CEO of Euclideon was kind enough to contact me some time ago and share . He had informed me they were working on opening up hologram entertainment centers all over the world. Unlike virtual reality helmets, they are using a technology similar to augmented reality. So rather than having a screen over their eyes, the objects are projected to appear in the air. 

Further details are coming soon..

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Sunday, October 8, 2017

52. XNA 4.0 & MonoGame Robot Mech Attachments

       The is my robot animation processor based off the Robot Game Starter Kit running in XNA 4.0 and MonoGame. It took a while to figure out how to attach models to the mech "correctly". By multiplying the bone-transform of the specific bone index of the mech, to the parent-bone index of the model, I was able to attach them. This works for both animated and non-animated models. Figuring out how to attach the models to the mech was the first challenge. However, due to the complexity of the animation processor, positioning the models correctly on the mech model was the biggest challenge. Now that attachments work, I am programming customization options for the mech.

Jet-Pack Screenshots

Gun Screenshots

       Besides guns, I was able to attach melee weapons to the mech such as swords. I will be working on a way to program the mech's animation processor to somehow mimic the animations of other animated characters. This will help save time when creating melee animations for sword attacks and blocks. Performing melee sword attacks also while jet-packing could make for some interesting gameplay. 

Dual-Wielding Swords Screenshots

The Map in First-Person