Although I had decided on the hamster idea as my final game-ready asset involving the sphere, I decided to finish it off and make it as an animation just in case my hamster idea wouldn’t be game-ready in time.
The animated model at my first attempt had far higher than the allowed number of polygons so I had to remove as many faces/plans as I could without detracting from the model. As my original model was made as a solid model, there was a chance that removing the planes/faces I needed to make the ‘pod’ hollow would greatly decrease the number of polygons. Therefore I removed as many planes as I could without deforming the shape and concentrated on where the camera would not be shown too much such as the inside, underneath and back of the pod.
I decided to incorporate a simple animated fly into the scene, using parenting hierarchy and materials as we had been shown. The fly would fly around the pod erratically scene and be hit by the door of the telepod as per the storyboard below…
The animation took a large amount of time to do as I had to animate each wing-beat on each wing on every frame to male it look like the wings were beating quickly. The pod itself was simple to animate as it was mainly a solid non-moving object and only the door dial and the door would move in the animation. There were things that I wanted to incorporate into the animation such as the legs on the fly moving as the fly changes direction but due to the size of the fly the legs would barely be seen and therefore putting that amount of detail into them would be moot.
While I was working on the animation, I was pleased with how it was turning out and as it looked a lot more interesting I decided to make it my final game-ready asset instead of the hamster. I wouldn’t include the person going inside as I first envisioned as it would be far too time consuming but just keep the fly idea and refine my model.
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