As a relative of newbie who is still learning the ropes with all this 3D modelling, texturing and animating malarkey (yes I’m so 2D I even have a travelator in my home instead of stairs), I have discovered that in order to make a UV Map fit like a glove without an obvious stretch or skew the right approach to unwrapping is required; to avoid pixel tomfoolery anyway.
Now just last week and a year I was getting a bit ahead of meself and thought I had it in the bag. ‘Ahhhh’ I said to meself as it become quite apparent that the art of unwrapping is indeed an art in itself (on a small scale, not that I’m comparing it to drawing and modelling, that would be like comparing decent choccy to that cheap muck you get off of Romford Market sometimes. Maya Gold for me all the way!). I digest…Careful thought on where to place those seams is important if a nice clean texture layout is required. Which it is otherwise what’s the point…Yarse.. (Getting the hang of this me is…).. This is the concept sketch of something I’m 3D’ing at the moment….will post the final doo-dah once it’s done..
This has been the ramblings of a solitude moi under-dubbed with a slice of WaveStar “Mind Journey” working from my space pod in near Earth orbit.. Si.
Work on bringing Blobbit Dash to iOS has resumed after what seems (and probably is come to think of it) an absolute chasm of time.
So without wasting any further cycles typing endless letters into something half eligible I’m outta here to get this bleedin’ game sorted with me ol’ mucker Mr.Ripley.
First job to be done is to get the background art into some sort of structure and thenbuild up a list of what is going where and by whom, what time and at what point the nasties make an appearance.. There again I may just be saying that in a cunning rouse to mislead and misdirect.. (what the blinkin’ell is he going on about?) Beats me… Cuppa tea methinks..
Might be using Art Rage to do the BG art on this one.. Can’t beat a bit of pencil sketching without pencil and without paper.. hang on that’s not pencil sketching is it? Well I suppose it is in a sense.. but I ramble onward and upward…
I’ve been rather busy of late creating, converting and tweaking various art assets for inclusion into Blobbit iPush. Some via Unity as rescaled sprites, others taking the form of new 2D & 3D art, not bad! One thing I didn’t really want to do just yet is take on the seemingly mammoth task of up-scaling the original game art to iPad and HD resolutions. Arghhhhhhh!!!
Ok well perhaps that’s a bit of an overreaction but with a looming deadline for the iPhone version on the horizon and time at present being very precious for me a bit of thinking was called for. Ponder, ponder…
Here’s a tree from the Sand Sludge Bog level, or to quote from me book, a G’Wahlah’lahlah tree. This version is from the original Web game and was drawn in ProMotion a few years back in good ol’ retrotastic pixelvision.
Now then, how do I get that scaled up from 25 or so pixels to something that is probably going to push 60 to 100+ without loosing definition and quality? Scale – No. Apply some fancy filters – No. Vector art the sucker – Yes!!
I’ve been experiencing a few problems importing some anims into Unity from Blender recently and decided to take some time out from the hair pulling with this being the result.
Bit flakey around the edges but not bad methinks! Now I know how to use the ‘node’ editor in Blender the possibilities are quite staggering . A few tweaks here and adjustments there will yield some quite nice results I reckon.
The more I use Blender the more I love it!!
‘Rot’ or ‘DRot’ what the ??
Ahh now I know! Rot is an absolute value overiding the object’s values and DRot is added to the current value! Ta da!
Same applies to scale too.
Stars are now converted to use Drot D?? where applicable!
I’ve been spending an awful lot of time learning all about IPO curves and key framing this week, which you could say is all fine and dandy. Ahhh but the real smile factor comes from looking back over the past few days and seeing how this thing is starting to shape up, how it is fuelling further art, details and refinements to the design. Magic!!!!!
I like the mix of taking my 2D illustrations and whacking them into this unfriendly looking, techie laden ingested program called Blender which beneath the well published hard exterior houses one big bundle of cuddly lurve! I really must commend all the people who have helped create such a wonderful piece of open source, free to use software.Sorted!!
Next week I’ll be introducing chilli to the mix for some extra heat!
Rather than just do a quick conversion job resulting in a load of blurred undefined sprites I’ve been adding extra glow and opacity to some of them.
When we did the original game the sprites were for the most part quite old school and were drawn in 8bit with no alpha channel data. Not bad but the iPhone has nice transparency effects we can use, so why not use them?
I’ve highlighted the transparent liquid bit.
Cut out the area that needs to be transparent and set it at 80% so it’s still mostly green.
Next I paste this back into the original frame and the sprite frame is now complete.Ta Da!
Taking this image into an editor you will see that the liquid is indeed transparent which should look quite nice when it’s in situ.
Here’s the original animated 8bit version…
Having written the new GDD(Game Design Document for those not in the know) for Blobbit iPush which also includes a few concept sketches and illustrations, the next step is to start some proper development work. A little bit later than planned but hey, better late than never I say! Ta Da!!
After a few seconds of thought and a couple of emails to Mark it become clear that Flash wasn’t really the way to go and Unity the rather most spiffingly excellent indie developer friendly 3D engine and game dev system would do the trick rather better.
It’s been a few days now since I began my tinkering about with the editor and generally got my head around the Unity interface which is really rather straightforward once you get past the initial bewilderment associated with something new and alien. Well it is to me anyway…So far so good.
I’ve spent most of today and some of what was left over from last night converting the Blobbit Push sprite set over to Unity. After a false start and a dodgy mouse button which has incidently got worse, I can say that even the added bit of alpha blending is making an appearance on the enhanced set of sprites.
Look it’s the death anim… The sprites may be smaller than the original set but I’ve managed to retain the detail and given them a bit of extra smooochie smooth stuff for their outing on the iPhone. Lubberly!!