Character Design

Character Research

To begin the project I initially gained research into the type of character I was going to create based on Greek Mythology, I then started to research different Greek Mythology and I chose to create a story around the Greek soldiers which linked to the classic storyline of the mythological Greek stories.

I then began researching the clothing the Greek soldiers would wear, I would frequently look at different films and video games that have implemented Greek Mythology to influence their plot such as, Gladiator and 300, I took snapshots of the film focusing on capturing the soldiers clothing attire. I also looked at how the Greek’s presented themselves such as haircuts and facial features, I began creating a mood board to help express my findings more clearly. Seen bellow is my initial research placed on a mood board.

greek-mood-board.jpg

During the initial research stage I also looked at other factions such as the Romans and Gladiators, I researched how they present themselves, how they looked in battle and even the movements they would make.

mood-board-template.jpg

 Character Design

After I researched the Greek’s I then began to start sketching out the Greek soldier, I wanted the Greek soldier to look over the top – huge muscles, Beaten shield, battered Helmet, I also chose to draw a scar across his face, near his eyes all of which show how challenging he is and whereby dangerous, indicating to the player at all the battles he’s fought in, adding a story behind his character before they’ve even played the full game.

[SEEN BELLOW ARE INITIAL SKETCHES]

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Sketch #1: Character Turnaround #1
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Sketch #2: Character Turnaround #2
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Sketch #3: Poses
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Sketch #4: (Colour) Pose
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Sketch #5: Limbs details
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Sketch #6: Helmet Turnaround
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Sketch #7 Character W/ Environment 

 

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Sketch #4 Main character (protagonist) Profile

500px-s-bahn-logo_rot-svg.pngeen bellow is the stance sprite sheet for when the character is walking with his weapons and gear The sprite sheet once turned into a flipbook in Unreal Development Kit will create an animation that makes the character look like he walking left and right.

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SPRITE.png

500px-s-bahn-logo_rot-svg.pngeen bellow is the stance sprite sheet for when the character is walking with his weapons and gear The sprite sheet once turned into a flipbook in Unreal Development Kit will create an animation that makes the character look like he walking left and right.

weapons-sprite-sheet.jpg

500px-s-bahn-logo_rot-svg.pngeen bellow is the stance sprite sheet for when the character is standing still. The sprite sheet once turned into a flipbook in Unreal Development Kit will create an animation that makes the character look like he is breathing in and out.

stancePRITE.png

Walking Animation

500px-s-bahn-logo_rot-svg.pngeen bellow is the method I used to import my .png character sprite sheets from photoshop into UDK.

IMPORTING.jpg

once the file is in UDK I had to Extract the sprites so I can create the walking animation as seen bellow is the menu which allowed me to do this after I had right clicked  on the import file.

sprite extract.pngOnce the file had been extracted I began creating the animation, firstly I had selected all the extracted sprites, and the I selected create a flipbook UDK now combines all the sprites into one moving image. In the flipbook menu, it allows me to edit the speed of the animation by lengthening or shortening the sprites timeline 500px-s-bahn-logo_rot-svg.pngeen at the bottom of

(1)

Screen Shot 2016-12-13 at 10.17.34.png
[click image to see walking animation]
PROGRAMMING THE ANIMATION

Now that the animation has been made I need to make the animation play when the player presses the left or right key on the keyboard, accordingly, I had to use programming on the logic board to create this link between the key and playing the animation. 500px-s-bahn-logo_rot-svg.pngeen bellow is the screenshot of the steps I took to make the animation play once the player pressed the key.

1

stancewalking
Figure 1: the programming states that when the character has velocity in any given direction the result is (TRUE) and therefore this links to the (play flipbook “Walk”) and thus the character appears to walk. When the player stops walking the velocity is “O” and therefore the result is (FALSE) which then links to the (play flipbook “Stance”) and thus the character appears to stand still in the breathing posture.

2

walkingspeed
Figure 2: I wanted to change the velocity at which the player was walking once I created the animation therefore, I programmed the “World Direction (X)” to “0.7” which was walking speed for my character.
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