2 March 2012

New colour scheme

New sketch of the main lobby presents it in much brighter and positive colour scheme, resembling Mediterranean architecture.



Environment Progress

The past few weeks have been aimed towards simply creating assets, unwrapping them, and texturing them, then implementing them into the map for in-game use. Although this process is proving to be slow, often with a fair amount of trouble-shooting in terms of texture quality and scaling, it appears to be going well. We have 24 days left until our next presentation; the interim submission.





Now we just need to keep going with this process while rigging the level up for the game mechanics to work as we need for the demo, and we should be on track.

27 February 2012

Character Issues Solve!!

After about a week and a half of troubleshooting, re-binding, re-skinning, and constant failure, we have finally resolved our issues we were having with our main character not deforming properly in UDK where Maya saw no fault.

Despite our resolve, we still are unsure as to what exactly was causing the problem, and now in the background of work we are slowly trying to recreate the problem to see what actually causes it for future reference, and to help people with the same issue on this blog.

We have our character in, deforming *as it should* (not as we want, but that will easily be rectified once we apply our own animations). I will keep this brief at least for now. Should we find the actual cause(s), I will post them in full detail on this blog at a later date.

Exporting our fully rigged character does this when brought into UDK for animation.

This is using the old format from Maya 2011, .psk. Works perfectly.

FBX has has this bug reported hundreds of times throughout the internet it seems, and has been around for a while.

Another problem we had while trying to fix all of this was parts of the model were pointing in the wrong direction. We figured this may be linked to joint axis rotation, but changing these manually appeared to have no affect, so we were unable to confirm this outcome as of yet.