Tag Archive
2d 3d 2009 animation blog character code concept concept art Databox databox games Drinks enemy Exhaust feedback game games GGA Gotland Gotland Game Awards level Llaknel logo meeting music narrative Nordic Games office party Penalty of Heroes presentation scrum SGA sprint story summer Sweden Sweden game awards trailer Video week weekly xbox 360 XNA you tube
The weaponry of Darwin
After a lot of nagging from one of the 3D-artists I decided to make a concept of Darwins weapon, a crossbow. Darwin comes from a place a place that lies ahead in the development of machinery and therefor he has a technically more advanced weapon than the other main characters. The crossbow is equipped with a small magazine of bolts and a scope, mainly to make it look more interesting but also so that it makes sense that he doesn’t have to reload after every single shot.
It took a little longer to finish than I excpected but hopefully it’ll shut Tobias up for at least a day or two..
* Note from Jens *
This post was written some time ago but it wasn’t published back then because we hadn’t presented Darwin yet. Tobias, one of the 3d artists, made a 3d model of the crossbow in 1 hour after he got the concept are from Nixi. They had a little “blog battle” 19th & 20th of December about this.
Character of the week - Zedwig
Zedwig is a short but heavily built man who wears thick armor and fights with raw strength. He doesn’t use weapons, but wields his shields which he smashes his enemies with. Zedwig is a cocky man, but trusted amongst his friends. He was born and raised in the city of Jedna, but fled to Era when Maag enslaved his people. He seeks revenge and wants to set his people free and get rid of Maag once and for all.
Entering the third dimension
Last night I had some trouble sleeping so I decided to start work on some 3d instead. Its been a while since I worked with 3d modeling so I was happy to feel how fast I adapted to the workflow. It took about three hours to complete the base model and it ended up using only about 1,7k triangles. That is very low but the result looked pretty good considering.
I continued to work on the rig during the day, first skinning the low poly and then adding a turbosmooth modifier which automatically subdivides the mesh and makes it smoother. The skin adapted very well to the new mesh and I could begin animating, but a model needs textures and textures needs a good unwrapping, which should be done before you start with the rig. Luckily I figured out a way to solve this problem by simply saving the skin and adding it later to the unwrapped model. Its still wip and stuff like weapons, clothes or armor will be added later.
I learned a lot of things making this model and Jona showed me a couple of things I’ve never used before, mostly biped animation tips and tricks. Thank you.
Lowpoly of one of the other main characters
The modeling phase of XXXX (one of the main characters not to reviled just jet) is drawing to an end, and I must say it feels good. As with any game model I will probably have to redo a few things when we’ve had the opportunity to test the engine more, but the idea and shape is there. It all ended at about 10k tris.
Now I’ve got his weapon and quiver left to work on before I get to the UV-Unwrapping, and once that’s finished I’ll start working on the high-poly version that’ll be used as a base for the normal map. I’m looking forward to it!
That’s all for now, I hope you enjoyed it. You’ll get an update on the high-poly when it’s time to present the other characters of PoH : )




