After I had finished the guns for our game, the next step was to create the arm that would hold the gun. Since I had started the course, I have never had a chance to create 3D Character art. This was my chance, but as we were working on a tight schedule, we all felt that instead of wasting time in creating a base mesh from scratch, we would obtain a mesh that had already been constructed off of the internet and adjust it accordingly to suit our game.The problem is that I would have to put alot of time into the construction of the arm, when it would look no different to one that gas already been made before, exactly like re-inventing the wheel. I managed to find the website called free3d.com which provides people with free 3d models. I happened to find a basic body mesh that was available for me to alternate.
The only thing that I needed from the mesh was the arm, as the game is a first person shooter and the arm being the only thing visual on screen. I thought that the best thing to do would be to cut the mesh at the shoulder, this means that if we wanted to implement a reload animation or sprinting animation, then the arm would not be cut off and floating on screen.
Once I had the arm, I wanted to give it a bit of originality, so I decided that the best course would be to create a jacket for the model, which will be in full view of the player.
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| The arm that I took in the end. |
There were several ways in which I could attempt the sleeve of this jacket, one being the use of a program called Marvellous Designer. At the time, our tutor had managed to gain control of a few licences of the program, meaning that I had a chance to get a full look at it. I tried the program at first, with there being many tutorials on the subject matter, however, I was making a fair amount of mistakes and made the decision to go back to Maya and construct it the way I knew. I would love to come back to Marvellous Designer, as I felt that it was a very interesting program, but perhaps at a time where the time wasn't so constricted.
When I went into Maya, the first thing that I had to do was think of a design for the arm. We were really interested in our character being a renegade cop, perhaps a detective. Watching themes from that era that evolve around those themes, the stand out theme of the character is the leather jacket that they wear, the carelessness that they have for the law and the uniform. This is evident in shows and films such as Miami Vice, Jake and the Fatman and 21 Jump Street.
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| Jake and the Fatman. |
After I had decided on a design, it was time to create this in Maya. This first thing that I did was to create a plain, in which I added some detail, such as indents around the sleeve and a part at the wrist in which the jacket would get tighter. Once the Detail was done, I used a tool in Maya called Ncloth and turned on gravity within the program, I also had to make the arm a collider, so that the cloth did not fall straight through it. This meant the when I moved the time slider, the detailed plane that I had created, which was raised above the arm, would drop onto the arm and replicate the fabic ripple around the arm. I then detleted it halfway around the arm, then copied the remaining half, turned it 180 degrees and then stitched it together with the new half, meaning the arm was fully covered.
After I had used the arm as template for the jacket, the only thing that I needed off of the body mesh was the hand. The arm under the jacket had been deleted, this was done so that I didn't have to paint two sets of skin weights for the arm, in which it would react to the movement of the skeleton. It also meant that there wasn't any chance of the arm clipping through the jacket. This meant that I had to add edge loops in the most important places of the jacket, such as the arm and the elbow, which would stretch.
Once this was done, I took a step back and looked at the arm that I had now made, I was pretty happy with the result, especially since I have never attempted a piece of character art before, now I had to construct the skeleton which would be binded to the mesh in order to make it move within Unity.
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| The finished Arm. |
The next part required me to create a skeleton. This was the next stage, where the skin, which is the mesh, would be attached to an external skeleton. By attaching these two, if you where to move the skeleton, the skin that it is attached to would move. The pivots that make up the key role of the skeleton are placed in important places such as the joints. These are the only things that can be moved and help us create animations. If you select the previous joint that you had put down, and then create a new one, they will link, with the parent having control over the child joint and its children as well. I made a skeleton and fitted the joints to the correct position as shown below. I then selected the two (skeleton and mesh) then selected "bind skin" option in Maya, which attached the two together.
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| The arm with the skeleton. |
After the skeleton had been put in place, I was then tasked with painting the skin weights, this concept was completely new to me, as were the use of skeletons in meshes, however I managed to power through this part of the project with the help that is out there on the computer. It was a fairly simple concept to grasp when it came to painting skin weights, by selecting the joint that I had created earlier and selecting "paint skin weight" tool in Maya, I could paint the influence that each joint had over each part of the skin. I also had to bare in mind that each joint had to have control of a value equaling 1, so they couldn't have no influence. The higher on the list the joint was, it would also have the influence of the joints below it. It was a case of having to put the influence in the right place. It took me a long time to get this right and working within Unity. Even to a point where you changed one of the weights on the list and it would affect all of them.
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| Painting the skin weights. |
After the difficult task of painting the skin weight had been completed, I had to then finish off the model by texturing it. This is where I was in my element, I quickly unwrapped the model, hiding the seam on the outside of the arm where players would not see it. As I had a whole map to texture this model, i didn't have to worry about any pixelation on the model, especially with it being constantly in the view of the player. I used 3 materials for this model, which where the leather for the jacket, the cotton for the sleeve and skin, but with some adjustments which is ready available in Quixel. In regards to the detail on the hands, such as the thumb nail and the creases in the skin, they were all done in the albedo and normal maps, as I hadn't had the chance to experiment within ZBrush, which is perfect for sculpting these sort of details.
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| The finished Textured Arm. |
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| Head down shot of the Arm. |
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| Side Shot of the Arm. |
After the struggles that I had with this part of the project, I am extremely happy with the results that I managed to achieve. Not only does it look like an arm that would suit our game, but the skin weights as well ended up being ok in game, though the thumb, which I struggled with, got a lot of help off of George. This process though did however make me feel less comfortable creating the enemy charterers, especially with the deadline looming and the enemies splitting apart when they are shot, this would mean that I would have to create two different meshes, one that would be blown apart at all the different joints, one that would be the full mesh. I have decided that if we were working on the game in the future, I would then have the time to learn the program and process for creating a character.
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| The arms in Game. |