BAM! 720p available
Showing posts with label video. Show all posts
Showing posts with label video. Show all posts
Sunday, April 10, 2011
Tuesday, March 22, 2011
Thursday, March 17, 2011
week 9 clip
Youtube threw brightness waaaay down.. baaahhh!
Content explosion
I'm just going to leave these here.
poster w.i.p with new logo
models
Lurissa, White Flash statue, Kyria high lvl sword
Kyria intro animation shot
Mushrooms!
Tuesday, February 22, 2011
week 7 - compilation
We've reached the halfway point! 7 more weeks to go, this vid shows some of the stuff we've done so far.
(720p available)
Friday, February 4, 2011
Kyria - week 5 progress
Time for another update!
The last 2 weeks we've been working with the xsens mocap suit at school. The suit itself is amazing, it's really cool to see your own movements translated to 3d. However we've been having some problems with software and hardware. Our first attempt failed due to wrong settings and incompatibility between the Moven software and motionbuilder. Our second attempt was kind of arranged at the last minute, which meant we had the suit.. but not the studio. On the second attempt we streamed the mocap data directly into motionbuilder, this however requires a beast of a machine. Our tutor Maurice's laptop put up a good fight but it was too much for the poor thing (sorry Maurice :P).
Diane and I have a schedule to keep up with so we decided to let Diane do it the old-school way, that being manually keyframing the animation.
We'd like to thank Maurice Hoogwerf and Mathijs Clasener for their help with the suit, we'd love to use this technology but we have a schedule to keep up with.
Enough about mocap suits, let's move on to the stuff we've been working on.
We've compiled a little video of the material we worked on last week:
The week 5 roundup:
-custom skydome with 'hand painted'-texture
-kyria running and idle animations (and working ingame)
-demon model/uv's/texture
-some work on the post processing effects.
Also there's this:
The last 2 weeks we've been working with the xsens mocap suit at school. The suit itself is amazing, it's really cool to see your own movements translated to 3d. However we've been having some problems with software and hardware. Our first attempt failed due to wrong settings and incompatibility between the Moven software and motionbuilder. Our second attempt was kind of arranged at the last minute, which meant we had the suit.. but not the studio. On the second attempt we streamed the mocap data directly into motionbuilder, this however requires a beast of a machine. Our tutor Maurice's laptop put up a good fight but it was too much for the poor thing (sorry Maurice :P).
Diane and I have a schedule to keep up with so we decided to let Diane do it the old-school way, that being manually keyframing the animation.
We'd like to thank Maurice Hoogwerf and Mathijs Clasener for their help with the suit, we'd love to use this technology but we have a schedule to keep up with.
Enough about mocap suits, let's move on to the stuff we've been working on.
We've compiled a little video of the material we worked on last week:
-custom skydome with 'hand painted'-texture
-kyria running and idle animations (and working ingame)
-demon model/uv's/texture
-some work on the post processing effects.
Also there's this:
Friday, January 28, 2011
Friday update, village w.i.p
This was a good week, we've got a lot of work done and we've got a green light to work at home.
At the start of the week we did a mocap session with the xens suit at school. Everything went well with the motion capturing itself but it seems the files we let the program spit out aren't ready to use in motionbuilder. We think it's because we didn't stream the data directly into motionbuilder and exported fbx files from the MVN application. So our tutor Maurice Hoogwerf is looking into that right now, based on what he comes up with we'll either do another mocap session or do it the old fashioned way with keyframing.
Even though mocap didn't go as planned we still have some work to show. You might remember the village concept from last week, well we're working hard to make that concept real.
Here's a work in progress scene of the village, the assets are based on the concepts we did earlier and we hooked up a day and night system just for the awesomeness of it. The skydome is just a cloud image from google and we're still going to create a custom one. We also want stars to shine at night, but that's all details, we'll do that when we complete our primary goals.
We've done some modeling for the village now, but before we start working on the other scenes we need some layout concepts.
First up, the forest. The forest scene will contain trees! No surprise there, but these trees are pretty high, and at points you'll find huge tree mushroooms that cling to the bark. These shrooms can be used as platforms and can take you to a higher level in the forest.
At the center of the forest scene we'll have a huge mountain, which will be higher then the trees themselves. So when you reach the top of this mountain you'll have a fantastic view.
Second is the wasteland. This scene has terrain that goes up and down all over the place. A huge crater appears as you leave the forest, nothing will be the same after you reach that point. This place is inhabited by demons and you'll have to fight if you want to survive. A safe zone in this area is an underground camp in the center of the level, perhaps inhabited by dwarves. You'll just have to wait and see. :P
That's all for this week, please come back next week for another update on the project. :)
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