Dec 232015
 

Already on week 4!? Time flies by, but that’s probably what I’ve written every week now, so, here’s something new.

I’ve been using Maya Lt now, almost exclusively since the idea of paying for a 3ds Max is a bit too heavy right now, luckily I’m allowed to use it at work so when I need something done quick, well that’s what lunch hours are for!

December 21st

J Today I managed to retopologize all of the base clothing for the fat man, also fixed a lot of issues with skinning on the main body and improved further upon the rig, starting to come to the point where I’m going to have to create morphtargets if I want to take it further.

We’ll see about that though, I still feel like I could take this rig a bit further, I’d like to create a real face GUI for it, but I’ve got to rad a bit more on that subject first.

I have still to try and create O, CDENSZ, AKI, L, MPB, FV, Ooo, Ahh and Th, but I will get to that after I create a tongue for him.

Gear retopo and skinning

Gear retopo and skinning


K

December 22nd

JFirst real animation test with the new rig, I found that my foot roll is far from perfect, so I’ll look into fixing that. Way more annoying however was having the head parented to the neck, this made the character look in whichever way the chest turned.

The fix was simple in a way but still took me about 2 hours, now instead of being parented, the head is driven by a constant point constraint and a keyable rotation constraint, why not a parent constraint you ask? Well, I simply can’t think of a single time when I’d want to move the head like that.

Should I want to in the future, I just need to create a custom attribute and bind it to the keyed transformation channels on the point constraint, in any case, it will always be preferable to be able to use rotation and transformation separately for the head.

Walk cycle V 0.1

Walk cycle V 0.1


K

 

December 23rd

J Been reading up on animation fundamentals and realized I’m going to have to create an FK/IK switch for my arms, it’ll be too clumsy trying to create a nice swing without the ability to use FK, I love rigging!

December 24th

J I spent about an hour on watching animation principle videos this evening after everyone had gone to sleep, can’t wait to be back to my computer to put everything I’ve learned into practice.

Dec 152015
 

Wow! The weeks sure pass by in a jiffy when you’re having fun, and by fun I mean devving!

So far at least one hour per day with some days being closer to eight and most at around five to six hours.

December 14th

J Despite my fever haze I managed to read up on advanced facial rigging and create/steal some nice scripts. These will increase the speed of future rigs, super exciting!

I know that I, in the end, will be creating a lot of morph targets to bring the characters to life in game. To avoid a lot of work, I’m going to expand my facial rig to the level of a last gen AAA character. Create all animations for one character then using a hopefully, relatively simple retargeting system, to fit the same animations to all other characters.

Wish me luck… This is unexplored territory for me.

PyMel Python MEL scripts for rigging

PyMel, Python and MEL scripts for rigging


K During the days I work as a teacher, I teach game developemt at LBS Stockholm in Stockholm (surprise surprise) and this week is the last week before all the students leave for their holiday break, needless to say there is a lot on my schedule right now. Enough with the excuses, I managed to scramble together some time and researched some tools that might cmoe handy later in the development, biggest concern right now is how to handle the procedural dungeons, roll my own solution or buy one?

December 15th

J You know those pesky helmets and hairdos where your ears and/or nose clip through, but you know the design works better if you don’t have to make it thinker and longer? After all, wouldn’t the helmet just push the ears in?

Well, considering that I may at one point want a character to scratch its nose or flip an ear, I decided to add three more bones to my rig. This brings the added benefit of allowing us a simple animation state where we can fold ears and nose into for example a helmet or bandana!

This could be a smart solution

This could be a smart solution


K More teacher stuff happening today besides my baby brothers birthday, well at least I had the time to record a instructional video for my students on how time works in Unity, so if you understand Swedish you can enjoy that and several other game development related videos from here.

December 16th

J You’re probably getting sick of this guy’s face, the fact is however that for new characters to be made, this rig needs to be finalized first.

I think that enough of the rig is done now for me to start creating some animations for out little friend.

Face bones, for happy and sassy expressions.

Face bones, for happy and sassy expressions.


K I have begun work on cleaning up and abstracting some systems to release on Asset Store for others to use or learn from.

December 17th

J Created most of the controllers I will use to create base animations and future blend shapes.

Controllers are done

Controllers are done


K Today I finished work on the settings system and prepared it for the asset store where it will be available for free for you to use or learn from.

It is a basic XML based system with a in Unity editor and easily extendable.

UNity3d Settings Editor Window

XML Settings

December 18th

J Made a few expression tests, neutral, happy, shocked and angry which are now driven by a single float value, it’s working quite well.

Expression tests

Expression tests


K This was the last day before the break for the holiday at work, and according to traditions we finish with a big LAN party, now I took the time to work on continuing the work from the day before but know my brains is mush from lack of sleep so I will return tomorrow hopefully with some more work.

December 19th

J Today I skinned some clothes onto the fat man, this is going to be incredibly annoying to fit into a game ready equipment system.

Skinning clothes

Skinning clothes


K Having visitors over for the weekend did not leave much time for work so I am squeezing in some thinking and reflection time thinking about how the different systems will work together.

December 20th

J We’ve just bought a domain and registered a Facebook page name, here’s an idea for the Facebook group profile picture, it’s way too grey though, that’s sure as sure.

Facebook profile pic

Facebook profile pic


K We have done a lot these past weeks and it is time to start thinking more about the story and aesthetics of the game  as its definition will affect a lot of the game itself so now with the holidays quickly arriving there is less time for coding work so I have begun looking into possible themes and settings of the game, looking into folklore.

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Dec 082015
 

Week 2 is up, what will we produce this week?

We’re still going at it, must be at 5 hours per day since the start of December, this was a great initiative by @nerdtimeblog.

December 7th

J I’m back to sculpting again, working on a pair of tier 1 boots for the adventurers and NPCs, just baked the textures before heading off to bed.

Boot workflow, may have gone a bit crazy here…

 


K The 7th of december me and my girlfriend celebrated three years together, a hell of a thing to do on a monday but still I managed to get in my one hour of gamedev, to Lindas great dismay, well I needed to get in some basic animations connected to the player movement, and I did.

 

December 8th

J After baking the shoes I painted them and added a nice matcap with some specular highlights, I do like this look, I took a few of my older assets, a pistol and a shield, edited them slightly and threw them into my scene. Makes me want to render the character and his clothing a bit more thoroughly but I’m afraid there’s no time for that.

Eco Dec 8th


K While we flesh out the game concept I am beginning to test some shop functionality, started out with creating a test scene working my amazing programmer art skills, Jona watch out, soon a will be able to make something more advanced than cubes… Cylinders coming up…

Unity3D Scene for testing.

 

December 9th

J This is going quite well, one hour per day has turned into multiple hours per day, today I clocked in at about 4 hours, in that time I managed to get this skeleton all jointed up and after a pass of geodesic skinning and about 25 minutes of manual tweaks, all that’s left is to make sure the fingers deform well as well as, of course, setting up the controllers for the rig!

Skeleton done, controllers to come!

Skeleton done, controllers to come!


K This day I turned to some of the shop functionality with the ability to place and pick up items for sale shown below with this poorly made animated gif that might or might not work in wordpress.

3D Test Shop

Test Shop with pick up functionality.

 

December 10th

J Today I started on the controllers for my rig, I’ve got the main functionality down, however I want to add a foot roll and a basic facial animation setup.

Would have been further along, however I noticed that chaning colors and freezing transforms was taking too long so I decided to create some basic Python script as well as a MEL script, I’ll convert this to Python later, however I just couldn’t manage in the time I had allowed myself.

Eco Dec 10th

Base rig and controllers

 


K I managed to squeeze in my hour in an otherwise stressfull day by starting looking into Dialogue for Unity which seems to be a really competent dialog system, and even though I’ve made a ton of these myself this will save us a lot of time and have a workflow much nicer than what I have ever accomplished.

December 11th

J The controllers are connected to the rig, there’s a foot roll, and the fingers are animatable, this will be by far the most advanced and easily handled rig I’ve ever created. Currently I have things like the foot roll as well as finger middles and ends connected to custom attributes but I’m thinking I will want these as separate controllers later on.

Rig day 2

Rig day 2


K Today I dwelled deeper into Dialogoue for Unity fixing some left overs from yesterday and looking into its localization functionality from, well… Today.

Oh, and if you are in need of localization or can offer help to indie developers, swing by the Indie Game Localization group I manage on Facebook.

December 12th

J I’ve managed to get a decent if basic face rig going, there will probably be some morphtargets as well in the future but, I think most of the work will be made using the rig.

Oh and here’s a gif for your enjoyment!

Rig Day 3

Rig Day 3


K On the twelfth day of xmas I looked into A* Pathfinding Project Pro for all our path finding needs. I have worked with this tool before a few years back and remembered it as being well rounded solution and well it has only gotten better since then.

I quick test scene later it is up and running with an NPC walking around in the shop browsing warez.

December 13th

J The rig is almost done, going to make a final skinning pass and then I’ll be creating a lot of wonderful morph targets, for now, here’s an old fat man falling over.

Falling Over

Falling Over


K It has been a rough week, we have achieved a lot so today after getting some work done on the dialogue and path finding of the game I decided to clean up the office a bit, something I have failed to do since I moved in here some time ago, well deserved and such a morale boost, so keep it clean, now for some much needed rest.

Clean office

Clean office

Dec 032015
 

Hello fellow devs, and Hi mom!

To not overload the blog and Facebook page we’re going to write weekly posts, which we update 7 times each, once per day.

Let’s get this done!

December 2nd

Technical artist Jona searching for the meaning of life in the lens of camera.

Today I took a few asset I’d made for Unreal Engine 4 and pushed them through my Unity pipeline, sadly, most of my original files had been lost so this took quite bit longer than expected.

I will need to edit the textures a bit to fit in with the rest of the game.

Additionally, adhering to the one object per day rule I also created the cherries seen in the image below.

Fat Eco Man Day 2

5 hours of work


Programmer Krister in a bad mood on the subway.

For me, the programmer had a nice one hour yesterday as well, we had a small base of code from last weekend so I improved upon that, working with the weapon system, cleaning up and improving the attack code a bit.

So far I am working with temporary graphics of course, with some from Jona and some programmer made visuals, I think it is safe to say that I am the better artist of KJ.

Programmer art is much superior

Programmer art is much superior

December 3rd

Technical artist Jona searching for the meaning of life in the lens of camera.

I created the base of a flan asset using Maya and started looking into a custom shader to change colors of it depending upon taste, I’ve not yet decided if this it the way I’ll go with it, but there’s time for iteration yet.

I also started and finalized the ecological chocolate bar seen in the image. Most time was spent looking into the Unity 5 Standard shader.

I’ve yet to decide if PBR is the right way to go for this game, it’s lacking something important, maybe the lighting will stick, as for the rest, big things are coming, I’m sure of it!

Eco Dec 3rd

The first consumables are ready, time for custom shaders perhaps?


Programmer Krister in a bad mood on the subway.

I went wholeheartedly into creating a system to handle settings and configurations with restore to default capabilities and also started looking into using cInput. So not a big update for me, nothing as fancy as sweet chockolates but I am a firm beliver of having a strong foundation of these general systems inplemented early as it will help during development, also since we don’t have all the concepts and ideas of the game done it is something to work on while we figure things out.

December 4th

Technical artist Jona searching for the meaning of life in the lens of camera.

Busiest day of the week, managed to get an hour in, however, I wasn’t even close to managing a blog update after, spent too long on this haha.

One hour of work

One hour of work


Programmer Krister in a bad mood on the subway.

After creating the basic system for handling settings in the game I continued with creating a settings editor just to avoid the hassle of having to deal with the XML file.

XML Settings in engine Editor for Unity3D

Settings Editor

December 5th

Technical artist Jona searching for the meaning of life in the lens of camera.

Today we went into full work mode, I worked on writing some shaders and started on some clothing, using a free trial of Marvelous Designer, it was a lof of fun, it’s prone to crashing but very powerful.

Marvelous Designer shirt

Marvelous Designer shirt


Programmer Krister in a bad mood on the subway.

This saturday we went full work mode and I took the time to improve upon the item and weapon systems as well as started working on the inventory ststem.

December 6th

Technical artist Jona searching for the meaning of life in the lens of camera.

I continued experimenting with Marvelous Designer, here are a set of pants I created somewhere around midnight and beyond, hopefully I’ll have the time for another update today.

These clothes need some nice textures, painting time!

Marvelous Designer Pants

Marvelous Designer Pants


Programmer Krister in a bad mood on the subway.

The last day of the firs week I spent some time cleaning up the code from yesterday, making som small improvements to the code.

 


Technical artist Jona searching for the meaning of life in the lens of camera.

I end the sunday with this, my current favourite shader iterations, which do you prefer? Send me a message on Facebook or twitter and let me know!

Shader variations

Shader variations

Dec 022015
 

Hello again everyone,

It’s been a while and for that I am sorry, life, am I right? I am right.

With apologies out of the way, I’m going to introduce the daily dev hour by Nerd-Time.

JWe at KJ Interactive have decided that for at least one hour of every day in the month of December work on our new project, which we will announce semi-shortly.

Without further ado, what I did was to create a pipeline for normal maps, to make sure that they are based on the same smoothing group/edge hardening workflow, with a nice Unity tangent space.

Fat Eco Man In Grass

What I did is to create the small potion bottle, to better try out hard and soft edge baking in one object, bake our (naked) antagonist’s normal map and setup some basic lighting inside of Unity.


 

While I was doing this, Krister (who currently suffers from an internet deficiency) was setting up a functioning asset server for the project, allowing us to work together while apart.

Make sure to join us in our quest for productivity, use the hashtags #OneHour #gamedev and let everyone know what you’re up to!

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