In between the rigging stage because of issues I was having I attempted some animation test such as the Roki walk cycle my goal was to emulate a walk with a similar sway to it as the Roki game, this proved easy to attempt but I couldn’t quiet nail it because of the differences within our Riley model.
Feedback and Critique: Due to feedback given by Henry and concerns I had with the model for when it reached the rigging stage I reached out to Jack and offered my opinion on a number of areas as seen below. These suggestions were really well received and Jack began making some alterations in line with some of my suggestions and while not all changes were implemented I felt that it really helped mitigate some of the issues I had with the Alien rig afterwards.
I began modelling cages that would be used for the alien creatures. The creatures at this point weren’t designed yet as Orna was still in the concepting stage so I made a number of designs such as this tall open topped and short cage. The ideal for these cages was based of of the cages from little nightmares with the ideal that the main character Riley had accidently escaped confinement. Due to me only being on the supporting end of the modelling I made it clear I would prefer Owen to texture the models as he was appointed lead of texturing to make sure the style was consistent but that if it became too much and I wasn’t also struggling I would texture them. This process was consistent all throughout the process, as soon as I received feedback on the models I would UV then send in the final Maya file for Owen. The lazer gate was madel at multiple scales depending on who the gate was to be used for as at this point it was rather ambiguous.
The TV prop at this point had no functional use as was intended as a background prop to show the time setting.
The Door’s file ended up corroupt and was not able to be used but at the same time Owen had modelled a door and not used the claiming method previously agreed upon to let people know it was taken.
The platforms were decided on to be a mostly futuristic design but although I wasn’t sure if it fit with the game design I received no feedback saying to alter it
The Snurt Rig and model caused multiple issues from it being completely Asymmetrical (This was not agreed upon first but also might not have been intentional) I took the liberty of remodeling and remeshing the Model to allow symmetrical rigging and also to lower the poly count I then UVed the model and gave that version back to Orna and Rigged while they textured. All of the rigs for the game were made by me with the idea being that it would allow a consistent idea of what controllers done what etc. Once the Snurt model was fixed I finished the rig off (we decided they would be background only so the rig didnt need to do anything crazy just move a little such as idle animations and looking at the character etc.).
At this point I contacted Manny as I had some concerns with the topology of the Riley model as the face was not symmetrical it delayed the rigging process once more, I made my own alterations using the newest version of the model but I knew the topology of the model might cause issues and I voiced my concerns further.
Once the Snool Rig was completed and weight painted I began with a test animation of a slow crawl forwards so I could import it in to Unreal incase my rigs or animation exports were incompatible with unreal or any issues arose etc. I began working on the Murps rig lastly but this type of rig was very lack luster because It was intended to not really be able to move.
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