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Final Delivery

i’ve had some issues with the scene not cleaning up correctly in unity, so fps drops significantly with the load level function. But i do not have time to work on that now,  just worth mentioning for the sake of old computers that will probably die from this.. But anyways, now the project has come to an end, and you can find the material at MS4


I will soon add the new executable to my ms folder. I have added additional animation and a gun effect, that instansiate a physics object. when the physics object hit another object, a particle effect instance is added and rotated based on the contact normal. I am also working right now on the level itself, working on  optimization and adding new props. That is why i do not yet have a good new executable

But my older exe in the Ms3 delivery can be found at MS3


I am currently working with animation and some issues that has appeared.

I have made a couple of  animation loops, so i can later display the crossfading between them. But i do not yet know how many i will make.

It seems like the physics for the gun is not cooperating at the moment because of physics/animation synching, so i have abandoned that plan for now cause of the time. I am currently animating it with a HI IK Chain Solver with IK FK at the ends, so i at least have some kind of control over it.. hopefully.

A few days of work has been lost due to remaking of some meshes and textures. So visually i have not come that far since my last post.

Shading and Implementation

Here is some progress with the implementation and shading. The Character have fully functional skeletal animation at this stage, and i poked around a bit with shading.

What you see above in the shading system is my attempt to make a Ambient Cubemap lit material. I used a simple cubemap which i blurred like diffuse convolution, multiplied with albedo and plugged it into emissive. And added all other important inputs like specmap and normalmap etc. Both pictures have the same shader, but one has default ambient.

The Rig

I have worked on a rig, and some physics in the engine to cooperate with it. If the Physics in the engine refuses to work i will have to animate it. Have made a quick skinning on the character just to try the rig out with the mesh, but i will have to work the weekend to finish it. I will post more progress as it gets somewhat finished.

I have observed 2 things that can go wrong. The rigidbody do not always want to synch with the animated transform, and the implementation of the character can mess it up. But hopefully i will be able to combine these 2 elements. And if not, then many hours have gone to waste, and as i said earlier i would have to animate it instead.

This Week.

I have established a good “pipeline” for unique static meshes, where i can texture the highpoly with vertexcolors and correct/enhance it after baking to lowpoly texturemap.

So now when i know the way i will go, then other objects similar to this one will be created pretty fast. Quick test, stoneWall  – tangent normal + texture, 350 tris.

Here you also see the character with some textures. Still working on those.  Got a few things left to do on him, but it should be finished soon. hopefully.

I have decided to create the Rig to the character in Max. The process is almost the same as in Maya, but it’s less painful when it comes to this project  – No nodes messing things up, and a little different hierarchy,skinning and joint system. The rig got all the basic constraints and controllers now, but a few things are missing.

weekly update

I have focused alot on getting the sculpt good, but i feel unsatisfied with the current result. Some of the anatomy is a bit off, and has to be corrected, and alot more things need detailing and definition… Some details are missing, like jacket buttons, and the thing that holds the belt in place on the pants. But i need to fix the major issues with the model before i bake all the maps to the lowres retopo.

The current retopo has a few problems with the edgeflow , but i have to limit the polycount, and i think im on the right track. I just have to fix those issues.

Sculpting Progress and Animation test.

I have managed to get animation in to Unity engine, and animating it with a proper rig. animation had to be baked/simulated to the skeleton in order for it to work properly. The IK controls can apparently be exported but i do not yet know if they could serve any useful functions for me, or if they just are empty transforms.

here is a in-engine fraps captured video of the animation test i did, wich involves a Skinned mesh deformation,  Transform –  translate/rotate/scale.

Here is the sculpting in progress. It is still early so i will probably change some features and proportions during this process but i hope to get finished soon.


Weekly Update

This week i have been researching/testing Unity engine, and begun working on a basemesh.  Tried to outfit him according to my concept.

here is a screenshot of the basemesh that I have been worknig on, and a test sculpt that i put in the game engine. the test sculpture material has a baked AO as texture, and a 512×512 normalmap.

Unity Stresstest

Stress test was about:

1200 drawcalls, 9,3 million static triangles simoltaneously on the screen, 1920* something pixel resolution. 4 cascade pixel shadows from point lights, and at least 4 more lights. all dynamic lighting.

With DOF, z-depth color correction, Bloom,  postprocess anti-aliasing(Normal Filter Antialiasing because Unity deferred rendering lacks AA).

framerate around 20-30 on a pretty avarage machine.

If this had been done in Forward rendering the drawcalls would probably tripple or something. might test that out aswell if i want the 16x anti-aliasing.

I will probably not get close to this amount of lights and trianlges, so i think im safe.


I am not finished with the conceptual stage because i want to get the most out of my character.  I do not know what is possible/impossible yet with unity engine, So i will just post the progress of my conceptual art.

The one marked with red is the general direction i am heading.