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Showing posts from March, 2014

ZBrush Speedsculpt: Goblin!

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This week's theme was 'Goblin'. Due to GDC I wasn't able to get around to actually sculpting it until this afternoon.  Sculpt time took the full hour. Had fun with the ears! ------------------------------------------------- Edit1: Spent some additional time cleaning the sculpt up and giving it a body... A well dressed goblin...

Maya: Animation Event Definition Tool

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I've been working on a new set of tools to define animation event data in Maya and export it into Unity for consumption by the AssetPostProcessor. This has been kind of a cool learning experience, because before now I really didn't have much to do with the Animation pipe, which has been an entirely manual process for the animators. Previously clips were cut up and events were defined by hand in Unity once the .fbx files had been exported from Maya. This wasn't such a bad thing, except that the tools in Unity for defining events were very un-intuitive. The aim of doing all this was to allow the animators the ability to work in a tool they were familiar with, and get the AssetPostProcessor to do most of the boring legwork on the Unity side. The Maya interface.  The Maya tool is pretty simple right now, and responsive enough that the animators don't hate me. Navigating to different clips or events will move to that time range on the slider. The event list is directly corre

ZBrush Speedsculpt: "Hydrosol" Cargo ship.

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Theme this week was 'starship' so I made something up. I didn't want to have some big weapon covered star ship, so I went with a cargo freighter design. "Hydrosol", sculpt time 50 minutes, although I took 10 minutes to sketch out a rough idea before I started. Solids on top, liquids down the bottom. 

Zbrush Speedsculpt: Alien Pilot Guy... thing...

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Hooray for Zbrush lumpy aliens! No particular theme this week, so just kinda sculpted away... Sculpted in under an hour. Could also pass for an alien optometrist...