2008年4月6日

Rendering Test

以下是完成度40%的magician
使用了smooth ramp texture+ rim lighting
shading 方面我還在摸索中


Normal + Specular map
Normal map 不是弄得太好, 尚在研究中

2008年2月25日

開發進度

近來因為功課多了, 所以更新也慢了
因為coding的時間少了, 思考的時間反而多了

看過crysis 的lua後, 發現原來lua 也可以寫得很精彩
經過一番整理之後, 現決定:
1. Character 的 C++ class 只提供member variable, 操作member variable 的function, 及一些關於gameplay function 的空殼(將function的內容搬到script)
2. Member variable的Initialization, gameplay 的大部份內容將會搬到 lua

希望這改動可以令開發過程更流暢
最少可以節省c++ code compilation 的時間吧?

2008年2月14日

Unfinished warrior



The texture of warrior is unfinished but I will stop her development here and start a new model.
After testing in program, we found that the body ratio and texture did not match toon shading in the way we want, and the production process is relatively long. So I will build a new model based on the previous character design with a younger (cute?) body ratio and simple texture, which looks more cartoon-style.

2008年2月6日

Concept art (Monster)



It will grow up into a giant dragon later!

2008年1月25日

Toon shade testing

Artist的進度太好了
我要先弄一個shader試一試shading效果
因為時間關係, 只弄了皮膚的shading
頭髮方面應該會用anistropic lighting


今次用了一盞directional light 和一盞point light
兩盞燈也是比較暗的橙色
而toon shade則用了一張64x1的ramp texture


那些shading都是real time, 不是靠texture的~

3D head model for testing




















Testing of realistic hairlines style

2008年1月24日

3D model (Female Warrior)




















Base model of female warrior


Head and body are separated into different production line for testing

Production plan of head:
  1. Modeling of face and hair
  2. Texturing of face
  3. Texturing of hair(for testing of hair texture style : realistic hairlines / cartoon-style thick hair)
  4. Rigging of hair (for testing of hair style changes and hair animation)
  5. Texturing of face with different emotions (for testing of emotion changes)
Production plan of body:
  1. Modeling of body
  2. Rigging of body (To ensure that the structure of the mesh is adequate for the fighting animations)
  3. Texturing of body
Head production will be completed before body and tested in program for rendering style. Texture may be changed to achieve a better rendering effect.

2008年1月20日

攻擊系統調整中

最近在調整攻擊系統
正在研究一個爽快的攻擊系統
為此, 我每天也很努力的進入三國無雙online研究

經過幾天的研究
我發現latency 高的時候, 被打的敵人不會進入hurt state 和不會扣hp


(圖解) 三個npc戰勝player的一刻

2008年1月14日

Concept art (Female Warrior)



Idea: leather clothes with metal protection, warm color, tough and outgoing personality

3D extra bones: One weapon bone per hand, two bones for hair

*Total number of bones for 1 character must be less than 54, a biped cost 30, so we got 24 quota for extra bones

Female warrior will be the first character created in 3D and tested in the prototype

Images on the left show the color change of hair, which can be adjusted by player (hue and saturation)

2008年1月10日

Boxman born!


Our boxman born!
This boxman is being used to test throughout the prototype.

這個boxman會成為EOI prototype的主角
別看他的樣子呆呆的
攻擊的時候可是很兇狠的阿!

Concept art (Female Magician)





Version 1 (top)
Idea: Light clothes with silver accessories, reference to 巫女 style

Version 2 (bottom)
Idea: Light clothes with gold accessories, gorgeous decorations








Remarks for 3D
-Face and hair color can be changed in separated texture
-Extra bone for hair and dress and magic wand

Start

The development of the game "In the Eye of Indigo" starts.