


These are the guns we have modeled so far. The halo-like machine gun and pistols are for the scout. The mini-gun is the default weapon for the heavy. His other weapon is attached to him (his robotic-rocket-launcher-arm).
description
I am Alexander Schiffhauer, and I am working under Peter Fröhlich in an independent study in game design at The Johns Hopkins University.



These are the guns we have modeled so far. The halo-like machine gun and pistols are for the scout. The mini-gun is the default weapon for the heavy. His other weapon is attached to him (his robotic-rocket-launcher-arm).
This is the updated scene of the current game.
Some key additions I have made to the game: everything is now rendered in a toon-shader, there are collision boundaries, meaning you cannot wonder off the map, many more textures, a new skybox. Note the animation on the character is not present: this is because I have yet to redo animation for the scout.
Enjoy




This is the textured version of the heavy. We experienced some issues with stretched UVs at the side, but overall he looks relatively good.
Credit: Evan Wilson, Andrew Largent, Alexander Schiffhauer








This is the fully textured scout rendered. The scout is totaling in at roughly 1200 polygons, which is low enough for a main character. Throughout the following weeks, we might make slight changes if we learn better ways for texturing, but for now this is our final scout.
I will have to completely redo the IK on the scout for some unexplainable reasons - apparently cinema 4d cannot import .3ds max files as nicely as one would like. I also had to edit many parts of the texture since the .3ds file did not properly import.
credits for texture: evan wilson, andrew largent, alex schiffhauer
A very, very rough version of the female zombie. Her shape is not even close to being done, not to mention she has way too many polygons for a zombie.



This is a semi-completed heavy. I am still working on some of the ratios, but he is almost finished.





This is the updated and fully textured version of the house we plan on using in-game. As one can see, this is very different than the house I posted only a few days ago - I have been editing this house non-stop, trying to get a better feel to it.
It still has a bit of a way to go, but it is now much closer to being done than before.








This is the scout character model that is fully modeled (not textured). There is a 30 frame walk cycle, that is very choppy, and nowhere near its final quality.
Throughout doing this, I learned a lot about how Unity imports Cinema 4D’s .c4d extension into a .fbx. Sadly, I learned it at a slower pace than I would have liked - I had to redo the walk cycle a total of four times (this includes redoing weight distributions on joints), because I did not know to model using bones, as opposed to joints.




This week I worked on building the house from the given floor plans. Texturing ratios still need to be worked out, along with the overall polygon-design of the house. (Right now, due to some reversed normals, some parts of the actual house are “invisible” in-game.)

generic-neo

generic-robot

generic-friend
Some examples of basic working IK.
Note that only the upper body is finished; however, weight distributions are not perfected, meaning some polygons are bending in ways not intended.
This week was hectic - half-way through the week, our decided to redesign our game to be an FPS, meaning I redesigned the camera aspects of the game, and I was preparing to up the polygon count on the hands (as that is important on an FPS). After finishing up the basics for the first person view, we then decide to completely go isometric. I have redesigned the layout of the isometric camera again, but it has problems.
Getting the correct angle is very difficult - 45 is too steep, and 30 seems a little flat. It will take some editing to get perfect.
The main problem with the current isometric camera, is that it isn’t isometric - it follows as if it were a 3rd person shooter. I will need to collaborate with the programmers to create a script that will focus on the character from a certain angle, if I am unable to do so.
I also finished the generic model this week - he is headless, but he has the basic polygon shape. His hands are a bit too detailed, and do not have the shape that we want, but I will work on the hands at a later time. The polygon count is coming in at around 1000 polygons for the character, which is also a bit much, but most of these polygons are coming from the hands (each hand is roughly 400 polygons, because I was modeling them for an FPS.)
This week, I plan on finishing up some kinetics, which I have just started. This way, we can see how the game implements animation and walk-cycles.
More progress on game.