So it’s been a while since my last post! school has been insane lately with rounding up the last big assignments for the previous two courses. this semester I studies motion capture for games and second level 3D modelling. Both courses have been extremely time consuming and also intersected with the holiday leave, which proved a wee bit hectic in the end. So to sum up some of my progression in 3D during this course I will show some screenshots of my final assignment presented in Unreal engine 4.
This is my sci-fi generator, presumably for when humans have colonized mars:) this model was made in a two step procedure, by first creating a high poly model with around 2 million polygons and then projecting that topology onto a ca: 5000 poly model and baking out textures from that. baking textures has been a painful and interesting experience and in the end I feel that I have learned a great deal more about working with both 3ds max and unreal engine. I’m really looking forward to having the time to make new models and creating new scenes for my portfolio using the skills provided by this course!
In motion capture I have been working the last couple of days on cleaning up motion data from our final assignment in a software called “Cortex”. Most software used in motion capture seems to be in dire need of improvement! there is such a massive amount of time that is being sunk into manually going through every single frame of a shoot because the software’s algorithms can’t handle a few occluded markers. If I get to work with motion capture in the future I will make sure to not even go forward to the cleaning stage of the production before I’ve made sure that the takes I have are as occlusion-free as possible! this could possibly be avoided through better planning of the takes, perhaps avoiding scenes where the actors are huddled behind covers and being dragged across the floor:) I think that next time I should also inform the actors about the range of motions that are ok to perform without occluding the markers and just give them the basics of motion capture logic to keep in mind. However seeing the quality of lifelike motions that motion capture can provide for animating human characters, I think it makes all the hassle worth while for most game productions. Realistic movement is all in the details, small gestures, twitches and pauses and that is very hard to synthesize for an average animator. Those small details could be the tipping point for making a good game great.
All in all it’s been a very educational third semester! I feel that I’m beginning to really understand the actual process of making more advanced games in a technical sense. I’m looking forward to the next 3D course that starts on tuesday where we’re going to create more advanced characters and get to work with animation! yum:)