Friday, 15 May 2009

the crunch

i continued my work with maya and unreal by attempting to bind the character to a skeleton. as the unreal engine uses very specific coordinates for its rigging i had to download a 3ds max file already containing a skelten, export it as an .fbx file on a friends computer, import it into maya and then rebuild it as the process of moving it from application to application caused some of the bones to be imported as meshes.



however after dicovering the mesh requirements for such an action my in game character ha undergone a reddesign.







however i found that imprting the head (which had a high poly count) caused the engine to crash so temporary alterations were made.



i actualy really like the look of this character and it has inspired me to create a niche for it in my game as an anicient guardian used to protect magical places.

i used the following textures to all for easy placement of UV's that unreal can read easily.





however after trying two different methods for importing my character, both of which met with failure i am going to try using 3dsmax to export the meshes as this application communicates much easier with the unreal engine.



my level has also undergone a small rediesign; it now takes place in the realm of a god.



with all the recent failures i am feeling less than confident about my project in its final week than i wouldve have hoped or anticipated.

No comments: