I finally got around to doing some style designing for the main character. As you can see having something look a certain style overall and then having so many different variations of it can be quite fun.
For now, I’m referring to this version of him as 1940’s Jack.
Now the hard part… picking one. What do you guys think?
And yes, I know. You’ll probably see me jump around on Title Work a lot during my process. Everything has to look right together. Sometimes when you are designing and you pull back you see things that may have been right at one time are no longer right now. So you change them. 🙂
“Where are the updates?!” – the crowd chants…
Well, when you start a project from scratch, to show a demo of, in about a week and you don’t know the software more than importing in a character to see if it works… then this takes time. I just didn’t have an idea of just how much time.
When I started working in Unity3D in 2012 it was very easy for me to pickup. All navigation was based on Maya and Maya LT has a proper built-in exporter to Unity. Yeah, yeah. I hear the one’s screaming, but it does the same for Unreal. Uh, no. No, it doesn’t. I can send over an entire level ready to go from Maya to Unity without conversions and it just works. Unreal is a totally different beast. Don’t believe me, just ask which axis is up in Maya vs Unreal. Yeah. Sometimes that sucks when all of your objects are on their sides in the engine.
Okay, tangent got me… where was I? Oh right, where’s the update?
For the last two days, I’ve been having to take the time to learn the blueprint system in Unreal Engine 4 (UE4). It’s actually quite a genius system. If you’ve used Hutong’s Playmaker for Unity3D then you have a sense of what Blueprint can do, albeit a very tiny minuscule idea of what it can do compared to the former.
I have some systems that I’ve created during this learning phase that I will implement in some way in the level hoping to give some playability by Sunday.
On tomorrow’s schedule we have: UI, Intro to Animation and Skeletons, and probably by Friday/Saturday I’ll get back into the AI stuff now that I’m much stronger working with Blueprints.
So, after the overload of AI stuff yesterday, I decided to take a break and work on some quick silhouettes for the main character of the game. These were created in a new program I’m trying… Krita. It’s free and is made by artist, or so it says.
(And yes, I’m using Glory Days SOTW as a working title.)
Since I am new to @UnrealEngine and will need AI, I guess I’ll need to learn how AI works in UE4. Here is a quick screen of me testing AI path nodes. Super simple stuff right now.
Last wips of the night. This is a little over 2 hours of work since last post.
I’m done for the night. Need to give the carpal some time to cool off.
Obviously, I’m not going to post every time I have an update, but this is about another 45 minutes on level layout. Recording everything via Camtasia and will post on my Youtube Channel when done.
Here is a screenshot of my WIP level for Demo Night. Using Maya LT 2017. (About -25 minutes in.)
A couple of days ago I came up with the “genius” idea to create something playable by the 27th (of March) to have something to show at Community Night for our local IGDA Chapter. This idea was encouraged of course by those around me and so I began today.
Not only am I going to do this by the 27th, I’m gonna do it in Unreal (UE4). Never REALLY worked in UE4 before to complete something playable. Only to check characters and their materials.
So, let’s get this started.
So, the results are in and they, Jolly Crouton Media, would like to see what the conversion to their art style would look like. I’ve gone ahead and done a really quick conversion to try to achieve the look that some of the other artist they are working with have achieved.
Here is what i came up with…
I’ve been recently working on some concept art comps for Jolly Crouton Media’s game Gran, Gramps, ‘n Beansie. Fun title, right? I think so, too. Anyway, I’ve done a few pieces for them as another audition and here are the three pieces.
It’s not quite the style that JCM is looking for. They want a more, oh I don’t know how to describe… let’s say more japanese, but not manga.
I always try to get started with fun characters in a more Pixar-ish style. I’m going to eventually do a conversion to their style and hope it is good enough to keep working.