Andrew Oaten - Project Eris
@oatmealink
Game Dev & 3D Hobbyist
Slow progress update. Hooked up the character and new animations to the controller. Working pretty well. Also did a few more passes on the run cycles as I wasn't fully happy with it. Still need to update most of the action animations like climbing etc. #indiedev #gamedev #indiegame #blender #unity3d
Finished refining the strafe cycles and added some diagonal variations. One of the reasons I wanted to get custom properties to work was to handle foot step timings with blended animations (event blending were not reliable in my previous attempts). #indiedev #gamedev #indiegame #blender #unity3d
Still tinkering away with redoing the animations. I lost some time as I couldn't get animated custom properties to export at all. So I ended up applying them to extra bones and wrote a post process script to convert them to animator variable tracks. #indiedev #gamedev #indiegame #blender #unity3d
Walk and Run Cycles done. Will need to make a spreadsheet to track all of the animations I need to do. Also I removed the quiver as it just looked too big on her back. Perhaps I'll make her pluck her hair to form arrows.. 🤔 #indiedev #gamedev #indiegame #blender #unity3d
It's gotten cooler over here which means I finally have energy to work on the animations for the new model. First up is a WIP walk cycle. Quite happy with the lower body. Just gotta refine her toes and then do the upper body... #indiedev #gamedev #indiegame #blender #unity3d
All textures are finally finished. Just need to fix a small shader bug with the realtime shadows and then on to updating the animations. #indiedev #gamedev #indiegame #blender #unity3d
Almost finished the specular mask texture (sub arms still need finishing). Made a quick shader test to see what it looks like in engine. Extremely happy with this new style. #indiedev #gamedev #indiegame #blender #unity3d
I had to reformat my PC due to a disk error that crashed my PC 100% when a file tried to be read... So that was a wasted day with backing up etc... All fixed now and so I finished Eris's body textures. Just equipment and specular to go. #indiedev #gamedev #indiegame #blender
Began working on the textures. So much nicer to paint bolder lines. #indiedev #gamedev #indiegame #blender
Just some test poses showing off the main reason I gave Eris a full set of opposable toes on her feet. I'd like her to be able to interact with things with her feet in addition to her hands, like opening chests and even attacking with her sword. #indiedev #gamedev #indiegame #blender
Almost finished with her equipment. Just need to refine the bow form and remodel the scabbard. Also contemplating putting the quiver on her back next to the scabbard instead of on her waist. #indiedev #gamedev #indiegame #blender
Rig is ready and working. Now to redesign/model her equipment (shield, sword & quiver) to match the new look. I also shortened her arms ever so slightly as I realised they looked too long in an idle pose. #indiedev #gamedev #indiegame #blender
Rig weighting complete. Just the IK/FK setup to go. Another part of Eris's redesign is to give her four digits to match her hands. Whilst she walks, the outer two are curled up. Small detail, but I liked the idea of it. #indiedev #gamedev #indiegame #blender
Finished the body mesh and now working on an updated rig based on my past learnings. One feature I never showed off before that was also present in the previous model is that she has extra claws on her body (mostly for idle animations). #indiedev #gamedev #indiegame #blender
Her body is almost fully complete. Just her back sub arms and equipment to model now and then to rigging/texturing. So happy with how she has turned out. The bolder black lines are much easier to work with compared to the fine detail of her old model. #indiedev #gamedev #indiegame #blender
Nearly finished the torso mesh. She is getting quite spiky. #indiedev #gamedev #indiegame #blender
Finished the block out and did a second pass on the orthographic drawings to refine the details/shapes. Now to properly model the mesh. #indiedev #gamedev #indiegame #blender
This is where I began from before I began adding volume to her. Already liking the new proportions and simpler detail so much more.
Finally found the energy and motivation to begin modelling the new design. Modelling this one from scratch, starting with the side silhouette (hence why the front looks strange). This is just a block out which I will then refine from. #indiedev #gamedev #indiegame #blender
Slowly hacking away at the orthographic drawings. Happy with the side profile. Forcing myself to use a thicker brush is definitely helping (by preventing her from getting too detailed). Just the front and arms to go and then to modelling tomorrow. #indiedev #gamedev #indiegame
Finished her feet. I added two extra toes that are curled back whilst she is walking/running. I plan for her to uncurl them and use all four digits whilst wall running/climbing. She will still have her back limbs, but will draw those when I work on the orthographic drawings.
Refined the design a bit more in the direction I'm after. Essentially I'm going for less segmentation and detail across the board so that I can mass produce other character designs more easily. So far I like it this new look. Just need to finish the feet... #indiedev #gamedev #indiegame
Have been ill for like 2 weeks + we had a heatwave here so I have struggled to find any energy. I did however spent some time experimenting with tweaking Eris's design (again), to have more alien proportions, but also simplify her details for easier mass production down the line. Nothing final yet.
Last wall run related update. Added support to wall run moving/rotating surfaces. Climbing also works on such surfaces too. #indiedev #gamedev #indiegame
Added the ability to enter wall run from a free climb and vice versa. With that the wall run logic is finally complete. Does need animations to provide the feeling of momentum, but this will do for now. #indiedev #gamedev #indiegame
Core parts of wall running are almost fully complete. Added Wall jumping and refined some parameters. Now it just needs some entry velocity checks and then potentially some optional features like action to action compatibility. I.e climbing -> wall run -> climbing.
Fixed the bug where Eris got stuck on certain angles, but I maaaay have broke the upwards direction check... Oh the joy of programming! #indiedev #gamedev #madeinunity
Bumpy surfaces now mostly work. Does break on that one corner with the bumpy surface, but I can fix that. Wonder if I should add support to wall run from a free climb... #indiedev #gamedev #madeinunity
Added support for running along curved surfaces. The run will auto-exit if the forward curve is too steep, if the upward angle becomes too flat or if the direction is obstructed. Need to run more tests with more natural stone wall like surfaces next. #indiedev #gamedev #madeinunity
Working on abilities again. This time wall running. Got the core mechanics in place. Now to work on the ability to run along uneven walls like the free climb ability... No animations yet as I plan to re-rig Eris in the future, so not much point in animating it. #indiedev #gamedev #madeinunity