Friday, February 10, 2012

Viwawa Test Wyland

For easy to access and preview for the test, I made this link to keep my output:


Task 1:
Tudor Hall




Turntable:

tudor hall from wyland on Vimeo.


Textures used for Tudor Hall:


Task 2:
Viwawa character with animation double slash attack





Texture used for Character:


Animation and WIP:
viwawa ds from wyland on Vimeo.

viwawa ds progress and views from wyland on Vimeo.

Turntables:


turn 01 from wyland on Vimeo.


turn 02 from wyland on Vimeo.








Work in progress and Description:


After i got the requirement feedback. I decide to target my test finish in 5 to 7 days (1 week for 1 character modeling,texturing,riging and animation + 1 tudor hall modeling and texturing)




I did the test in 5 days


This is the schedule and progress:


The test start on saturday 28th Jan 2012 morning, after i got the mail at night of 27th Jan 2012. The test is completed end of wednesday 1st of Feb 2012


Day1 and day 2: Viwawa character model and texture
Day3 and day 4: Tudor hall model and texture
Day5 : Viwawa character double slash rigging and animation.






Description of progress, reason and decision taken:


Character:
I used Maya to model and texture, (is much faster and convinient to model, Uv mapping and texture compare to 3Dmax,please note I am able to model and texture in 3D Max too). Photoshop is used for texturing.


1 x512*512 targa with alpha was use for the texture and 1142tris/poly for model which is usual requirement for game character in low poly.

After done model and texture, I export it and import to 3D MAX for rigging and animation. 3D max are more easy and way faster for rigging progress.
Bipped use in 3D max can be reuse or store for another character easily compare to maya.


Tudor Hall:
Model with 487 tris poly only
1x512*512 without alpha and 1x128*128 with alpha was apply to the model.
Reason of using 2 texture in this format is to save the file size smaller and better resolution. By using flower and stair handrail in alpha, it save alot poly model and given better details to the model.


I had repeated applied different walls with same Uv to save texture resolution too.