Tuesday, August 6, 2019

Good Knight Character Development Process.

GOOD KNIGHT KNIGHT Creation Process!!!

Hello there! 

After like Ages of no posting and just can't keep up to update the blog! here is some good post showcasing the whole process of Developing the Knight Protagonist of GoodKnight Game.

Early Prototype :

In the Beginning we were not sure which direction we are going with when it comes to art style or design, it was a bit more of experimental stage, so I took a direction which I was more comfortable with, Designing a simple character that will show nice flat shaded style to give a 2D illusion for a 3D model.

Started the model with a simple blocking of the character silhouette to get as close as possible to the concept, from there I just Painted it inside Blender with High Opacity Straight Curve Brush.



After that moved to rigging using Rigify tools in blender in Legacy mode as it did not need a complex rig for the model, removed the fingers from the rig as well and Rigging was done, nothing too complex. 

Animation was very simple fun looking run cycle with lots of energy to give the character that feel of urgency as he is after all Running away from a storm of bullets coming to his direction, and with a couple of few other animations for having the option to do something else and the model was ready for Unity.


After we got a positive reception for the Prototype and we had more time to think of where the game over all look and feel is going, we decided to redesign the knight from the ground out but still few elements of the old design are still intact. 



Concept Art :

The head was the iconic look of the Knight, the Horns, the Visor and hidden face were the major elements that we wanted to keep.

We started with Many rough sketches exploring different designs while we still kept in mind those elements ( the Horns, The visor and the face ) 

After finding out our design, we did a quick coloring for the concept to make sure everything looks and feels right, and we kept polishing and tweaking the design until we found what we wanted.



Modeling :

I used Blender 2.79 for the process

Started the modeling process using a rough model sheet to give the estimate over all proportions as a guide. 

Blocked the model and kept it as lowpoly as possible as one of the main target platform is Mobile as much as we want it for PC and for performance, as the game needs more processing power for the bullets and collision detection so we kept it as low as it can be while it still looks clean and polished.






For my workflow to sculpting is I give the lowpoly as much major details as possible, from topology flow for deformation to silhouette and where the light will cast shadow for the major areas.

Applying Multi-Tris Modifier and sculpting the character's details while not affecting the silhouette much as that was finalized in the Modeling process.







I use the Multi-Res Modifier for the sculpt to help me speed things up as I usually end up skipping retopology all together if we are 100% sure that this is the concept and no major changes are needed.

To Fine out more about Multi-Res modifier aka ( Multi Resolution ) visit this link : Multiresolution Blender Doc

Texturing :

After Sculpting all the details, Unwrapped the character using UV maps for different parts ( Body, Helm, cloth ) to give it more details in the baking process and as he is the main character he needs a bit more Juice power to bring out his flashy look.

Applied baking the maps from Blender internal engine using Bake From MultiTris option, Baking Ambient Occlusion, Normal and Displacement map to get as much details as possible from the Sculpt.

Taking those Maps to Clip Studio Paint and Applying Gradient Map to different to get as close as possible to the concept's feel and look, followed by Paint over, shifting between Blender and Clip Studio Paint to the Texture. 






The model was starting to look good and polished and we called the model done.

Rigging :

Again Rigging was simple, I used Blender Rigify in Legacy Mode and removed the fingers, applied the rig to the model in Separate parts ( Belt, Helmet, Visor, cloth, etc ) with Automatic weights, doing that will help the algorithm have a more accurate weight and saves the pain of doing paintweights but might have some minor cleaning, some times if there are over lapping parts the algorithm will get confused when Automatic Paint weight is applied.

Animation : 

Followed the Similar idea for the Run as I did for the previous Prototype Knight "simple fun looking run cycle with lots of energy to give the character that feel of urgency".



Added few other animations such as a jump animation to filp the character's direction and Death animation and few more for variation, and the Knight was Good to GO!, you saw what I did there? Knight? Good? XD sorry for that.

So this is the Pipeline that is followed for all of our assets in general, I hope that was helpful or at least interesting read to help you with your next project. 

Follow us for more GoodKnight updates on Twitter and Facebook 

Twitter :  https://twitter.com/GoodKnightTTI
Facebook : https://www.facebook.com/GoodKnightGame

And you can check out our teaser trailer here : GoodKnight Game Teaser Trailer


Here is the Knight with a Glorious Stache when I was testing Blender 2.8 :D
and Have a Fantastic Day Ahead!

  

Thursday, September 27, 2018

Loot and Glory a Family Friendly Tabletop Fantasy game!

Hi Guys!
One of the biggest projects that we have done this year that kept us busy was Loot and glory a tabletop fantasy game that is family friendly.
55 characters with varied races and the cover art and few random illustrations check out their page, where you can find lots of wonderful character art, character lore and more info about the game, give em a like and share to help making the game into reality, they are in the final stages now and has a physical beta copy of their instruction manual.
Going to Kickstarter very soon!
FB :https://www.facebook.com/Lootandglory-1634361566662288/
Twitter : https://twitter.com/LootAndGlory
instagram :https://www.instagram.com/lootandglory/
Scrolled down for more info
and here are few artworks to give you a taste.


Design details

Our client requested a child friendly illustration that is lighthearted but still has the fantasy edge to it so we started out with Simple sketches (traditional and digital) following the client's description and ideas, we did our best to bring it to a solid concept.

















after that followed by a digital clean up  High res ready to print art.



Thank you so much for reading through this and again visit their page and accounts give them a like, follow and share, pass em some love! they sure deserve it!


FB :https://www.facebook.com/Lootandglory-1634361566662288/
Twitter : https://twitter.com/LootAndGlory
instagram :https://www.instagram.com/lootandglory/
and Have a fantastic Weekend ahead!

Monday, September 10, 2018

Loot And Glory Cover art Painting process

This is the timelaps I did for the painting of Loot and Glory Cover art
Loot and Glory is a Fantasy Tabletop targeting for family and children.

you can check it out on FB : Loot and Glory Facebook Page
Instagram : Loot and Glory Instagram

visit the page to have more information, really cool interesting project and take on the tabletop genre.


Tuesday, February 20, 2018

NPR (non photorealistic render) ShowReel Zaid Al-Shaheed

Project Chaos
Game ready character assets and some environment made for Project Chaos by me.

sadly we ran out of funds and we could not finish the project when we were close to having a solid prototype.

I hope one day we will be able to finish it.


Tuesday, September 5, 2017

How to Simple Game Design

The longer I work in the Game Dev field the more this concept slaps me right in the face and screams START HERE!
today I got Master Spy from Steam, it was less than a burger and fries at Jollibee so I said hi am buying this, it looks cool.

it took 2 levels (which is like a min? of gameplay) and BAM! it slapped me in the face again!

Let what you are about to read cook in your head and don't just judge it, it might not sound complex to do but it is

the game is so simple yet so complex in design that makes it so focus and thrive in design.
as basic as it gets, jump and cloak, two buttons with directions, the goal is don't get caught and everything else is how the level layout is made, enemy behavior, and encounters, this is a masterful game design, people keep saying think out side the box, I say no! box your self and see how you can make it fun, like staying in a single room with a chalk in hand and bored out of your mind, what will you do to have fun.
boxing your self and limiting your self when it comes to game design = focus and concentrate on the things that matter the most, Polish it, make it shiny, I played many games that are so complex with its stuff but I just lose interest really fast but simple games that controls with a couple of buttons and a single mechanic can be a hell lot of fun.
the point is, limit your mechanics and see how you can make em fun, Master Spy and Super Meat Boy are prime examples of this theory.

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Thursday, August 31, 2017

Progress in 3D modeling (Castlevania Portrait revisited)

So!!! it has been a long time again since I posted anything here, and am really neglecting the blog again...meh.

if you guys want more frequent updates you can follow my Twitter as am very active in there now My Twitter.

so to the Juicy stuff! back in 2014 I made an attempt of modeling an Ayami Kojima Style portrait of Hector from Castlevania Curse of Darkness, I was new to modeling at that time and still kinda new to Blender and boy! that was a trash modeling looking back at it! as you can check the link here.
Old Model
I tried to have the bad stuff under the texture work but man that model on proper lighting and matcap looked just horrible but I was learning at that time...

now after a long drag day I needed a break to clear my head so I decided to give it another shot, and in a couple of hours short break included was able to finish and MUCH! better looking face as well as very animation friendly topology.

speed comes from learning and experience.


have a wonderful evening and Happy Eid! and visit me on Twitter! 
Till next time! 

Sunday, July 16, 2017

Terminal (Android)





A message from my sponsor regarding our new game release

al salamu 3alaikum

how are you?

allow me to introduce my self.

I am Qusai Samir
manager of a small Iraqi gave developer team, Zaid Al-Shaheed Iraqi talent residing in the philippines ( you can find his artwork here in this link (https://www.artstation.com/artist/skeletal_raven_arts)

Jorge Perortico, Programmer from Spain
and Étienne Charbonneau a music composer from Canada

we made this small humble game and we would like your support

our game Terminal where you can find in this link (https://play.google.com/store/apps/details?id=com.JORGESHIN.Terminal)

has been released today, very humble and very simple, made in our free time as we all have our day jobs to pay the bills, but we want to continue make more games that are more fun and more complex and for that we need funding, how can we get our funding you might ask? by you downloads, the more people play the game the more the ads brings more revenue, so if you don't mind we would like to humbly ask you to share our game and our story on your respected page to gain get more downloads so we can continue making games.

thank you very much in advance

and yo7fothkum allah