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Enemy Character: Robots

  • cerberusstudios
  • May 25, 2016
  • 2 min read

3 May 2016 - Original Concepts

For the robots, we chose a more humanoid design to contrast with the reptilian dragons. After playing with different designs, we found ourselves favouring the 2nd and 3rd robot. To reduce the modelling workload, out plan is to use the same robot model, but play with different antenna shapes to differentiate them.

5 May 2016 - hon' hon' Baguettes

Referencing the previous concepts, I ended up choosing a combining the head of the third robot and the body of the second one for the final design. After deciding on a british theme for our dragon, we decided to go for french robots as well. We have mime robot, baguette robot and fashionista robot. The first robot does not have a french stereotype, as he is a n00b and only high ranking robots get to be french.

Did not decide on a color scheme, as the Game Designer informed me that the player need to be able to clearly tell the robots apart. However, I did end up making them far duller than the dragons, bar some highly saturated accents.

23 May 2016 - Slight Update

Not a big update, just a little change to the mime robot. A "jester hat" antenna was added to differentiate him a little more from noob-bot.

10th June 2016 - Sadness in the Form of Time Constraint

After consulting with an industry professional, our team was informed that having 4 robots was too much work, and that we should cut it down to 1. I decided to try and combine all the french stereotypes into one robot. It was originally intended that it would hold a baguette, but the idea was turned down in favour of better game performance(less polygons).

By this time, the robot model was also completed by Jolene. As there will be 50 or so robots on screen at a time, the robot was modelled with the phrase "low polycount" in mind, which resulted in anger and many accidental n-sided faces:

10th June 2016 - Unintentionally Creepy

The robot has finally been textured via Mudbox(with Photoshop for touch ups), and the conclusion is that the mime concept turned out to be far more creepy when rendered in 3d. Bump mapping was used to create the indents and grooves of the bot. The beret and scarf was textured using photoshop, due to their general simplicity in shape.

15th June 2016 - Rigging a Robot

The robot was rigged for a Rigging class. Thus, a lot of issues arose due to this being my first time with rigging including:

- Re-rigging the arm 3 times due to misaligned IK and FK

- Re-rigging the leg 2 times due to locators not acting the way they should

- Re-rigging the body due to accidentally deleting history of the robot.

In the end, the FK handle was removed in favour of improved game performance.

 
 
 

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