Modeled a handful of individual lego pieces in Blender and then put them together. Gave it a skeleton, and emulated the original bohrok animation from 2002.
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Got around to making a few final tweaks to the recent Bastekh’Met tomb stalker model, as well as giving it some UV maps and textures.
9,200 Triangles
Body material uses a diffuse, roughness, and metal texture, as well as a separate emissive material for the eyes and a handful of glowing bits inside of the torso, which can open up.
198 bones
The rig is also equipped with a handful of tools and weapons, which can be toggled between being held in the hands or holstered on the legs.
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School project where we needed to make a 3D first-person platformer.
It’s a little rudimentary, containing two levels, as well as a start menu, end screen and a game over screen.
ASSIMISTRUCT takes place in an environment in my larger working title, Spacebender. The player takes control of the wheeled biometal construct by the name of Rapturbo, collecting scrap in the Atraxei Industrial complex, and to navigate the canyon and later the complex itself.
Note: Due to Rapturbo having wheeled feet, you can’t climb stairs! Try finding an alternate route to higher ground.
Created a wheeled mechanical theropod, a biometal construct by the name of Rapturbo, for a school project involving a first-person platformer game.
The original concept of this character was that they collect scrap metal to upgrade their chassis, granting the ability to crouch and use all four wheels for greater forward speed but sacrificing sideways movement, and to flatten the wheels to be used as feet which would greatly reduce speed, but enable the player to climb stairs.
Body contains 13K triangles, cables/wires contain 2.3K triangles. The high triangle count is due to having a large number of small parts throughout the mesh.
Makes use of two diffuse, metallic, and roughness maps for the body, and a single-color emissive material for the eye
Rig is composed of 174 bones:
-22 main control
-20 forward kinematic
-12 inverse kinematic
-117 auxhiliary [cables, hydraulics]
-3 sockets
The wires and cables make use of inverse kinematics to follow the limb position more accurately without needing to manually animate them in place.
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And here we are. This blog will be a bit more serious and professional than my main blog. Whenever I post something here, it will also be linked on my main blog but my main blog will never be linked here, because reasons.
I will post everything portfolio and Spacegame related on this blog, nothing more, nothing less.