Sketchfab interactive model:
The User Interface was built using Unreal Motion Graphics which allows for overlaying and animating textures.
UMG supports animating properties of widget transformations ( translation, orientation and scale ) and brush/texture properties like colour and opacity and others.
FishGibble has many UI systems, including:
Includes a full body rig with extensive use of the Node editor, Python scripting to create an FK/IK rig, with space switching and ribbons for the arms, legs and spine extra bendy bits.
This character was done as part of my studies at www.animschool.com, I do not know the artist who designed him, but when I do, I will update their details here.
The model was done in Maya and Substance Painter for textures.
This bust was done in Maya, with XGen hair, and Substance Designer as part of my studies at www.animschool.com
Hard surface modelling using Maya, textured with Substance Painter, from the design of the artist Jake Parker.
This will provide some detail the high level workflow I used to create a huge open world, with 8x8KM densely populated with vegetation, trees, grass and mountains using Unreal Engine 4 World Composition, along with several other tools which I will go through briefly.
NOTE: Unreal Engine 4.9 version only.
This character was created to learn Maya (Modelling, UVMapping, Rigging and Skinning, Blend Shapes, Animation), Substance Painter+Designer, and establish/learn the workflow between UnrealEngine, and all of the aforementioned tools.
It takes a long time to learn something, but it takes a longer time to learn a lot of somethings. Learning Maya is like learning a new Programming Language, you always find new stuff the longer you use it, and in this case, it was a very different experience than using 3DS Max….
FishGibble ™ Is a new game about a fish in a sea tank, where you have to outsmart and out swim some not so friendly fish, game is still in development and will be released for PC/Mac iOS and Android.
The Game is being developed using Unreal Engine 4 and C++.
YouTube in-game demos:
Drescalus world building towns, Castle is nearing completion, will still need polish here and there. In total there are 34 scenes, where each shop, house, Drescalus outside and Castle areas are scenes of their own, making this world quite large.
Game Development Started: Nov 2013 (3 Months to complete Phase I, World Building)
Current Stats: World Build Completion Level: 85%
Here are in game videos and screenshots of the towns, where a few of the houses, a shop and the castle is shown inside, and out.
There are 2 towns in Drescalus, each town has 10 houses, there is one town square, with 5 shops, and one castle which contains 2 wings, and many different rooms and areas of interest.
All houses/shops/internal geometry, can be entered via doors, and at the moment, the shops are empty as game content is still being created.
An accessory manager GUI was created to enable characters to have custom hair, brows, mustache and beards.
This project was done as a demonstration of the type of environment and level building technologies we will be using for upcoming Games.
The level itself consists of multiple assets, that were created using the Modular Level Design methodology, and to prove and test the methodology, specifically for workflow and timeline estimates and processes.
Small, re-usable assets were created, and used to build the Castle and floors from the ground up.
The UV Mapping, texturing, rigging and skinning for this character is complete, Cyto also now has 4 major animations, Idle, Walk, Run and Jump.
Just created the terrain texture page, showing height map, seamless terrain textures then can be blended together using the height map as blend factor, to produce a very good terrain texture, works well close up and for far scenic views.
Created the tank texture page, showcase textures, normal and specular maps included.
3D skybox posted, showcase a basic skybox, for use in a game engine.