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Indie art pipeline
Indie art pipeline
| Name: | Ashley Kelley | ![]() |
|---|---|---|
| Date Posted: | Jan 05, 2008 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Ashley Kelley |
Blog post
I am happy to announce that I have finally put together a 6 week course called Player Model Mechanics for Torque School. I focused on using the less expensive tools like Milkshape, Fragmotion and Ultimate Unwrap to create an art pipeline that is easy to understand and powerful.
Torque School
Here is a quick look at what I have planned:
Week One:
Dissecting the player: The class will take a game ready player model and break it down to understand the basic mechanics.
Discussion: The configuration export file and player components.
Week Two:
Groupings and UV maps: Class will break a model into groupings and UV mapping. Creating textures with painting program. Tips and tricks of the trade.
Discussion: Techniques for UV mapping using groups in Ultimate Unwrap. Preparation of Levels of Detail for export.
Week Three:
Rigging the player model: The class will take existing skeleton rig and correctly weight it to a player model.
Discussion: Procedures and techniques. The player's construct script file.
Week Four:
Animation: Using Fragmotion the class will delve into poses and animation sequences.
Discussion: Full body animations and partial body animations and blended animations. Advanced configuration file setups.
Week Five:
Advanced animations and triggers: The class will add face animations such as blinking and laughing to the player model. Triggers for foot prints will be added to animations.
Discussion: Typical animations added to give more a more realistic feel to player models. How ambient and advanced animations and triggers are handled in the script and game engine.
Week Six:
Guest Speaker: Dave Young will be explaining the concept of multi mesh and multi textures in the Torque Game Engine.
Multi textures and meshes: Class will add mesh and textures to player model. Learn scripting guides for changing textures and meshes used for hair and clothing. Selling art, contract work and team work..
Discussion: Clothing and hair created with hidden meshes. Multiple textures and switching them in game. Selling yourself and your art. Knowing your limitations.
Torque School
Here is a quick look at what I have planned:
Week One:
Dissecting the player: The class will take a game ready player model and break it down to understand the basic mechanics.
Discussion: The configuration export file and player components.
Week Two:
Groupings and UV maps: Class will break a model into groupings and UV mapping. Creating textures with painting program. Tips and tricks of the trade.
Discussion: Techniques for UV mapping using groups in Ultimate Unwrap. Preparation of Levels of Detail for export.
Week Three:
Rigging the player model: The class will take existing skeleton rig and correctly weight it to a player model.
Discussion: Procedures and techniques. The player's construct script file.
Week Four:
Animation: Using Fragmotion the class will delve into poses and animation sequences.
Discussion: Full body animations and partial body animations and blended animations. Advanced configuration file setups.
Week Five:
Advanced animations and triggers: The class will add face animations such as blinking and laughing to the player model. Triggers for foot prints will be added to animations.
Discussion: Typical animations added to give more a more realistic feel to player models. How ambient and advanced animations and triggers are handled in the script and game engine.
Week Six:
Guest Speaker: Dave Young will be explaining the concept of multi mesh and multi textures in the Torque Game Engine.
Multi textures and meshes: Class will add mesh and textures to player model. Learn scripting guides for changing textures and meshes used for hair and clothing. Selling art, contract work and team work..
Discussion: Clothing and hair created with hidden meshes. Multiple textures and switching them in game. Selling yourself and your art. Knowing your limitations.
Recent Blog Posts
| List: | 07/03/08 - The Garage Games Community 06/30/08 - Combat Starter Kit Released By Garage Games 03/08/08 - More In The Combat Starter Kit 02/25/08 - Combat Starter Kit Update 01/05/08 - Indie art pipeline 09/17/07 - Battlefield Torque Demo 03/27/07 - My Dream Game Contest Update 11/07/06 - Video Tutorials |
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Submit your own resources!| Pesto126 (Jan 05, 2008 at 18:15 GMT) |
| Ed Johnson (Jan 05, 2008 at 20:45 GMT) |
I believe TorqueSchool will have a trickle-down effect, in that the people who can afford it spread that knowledge in their own way, through community projects, personal projects, etc. We encourage our students to be active in the community and work together, as that is where progress comes from. We are also doing our best to keep the courses affordable for all (especially with the Holiday Special we're running now!).
By paying for the course you're supporting the people who took the time to learn things the hard way and write easy to understand instructions, the kind we wish we had when we first started out years ago.
If this knowledge doesn't make itself in GarageGame's Resource section naturally, I have considered making such content (at least that which I have personally created) public after an indeterminate amount of time. Hope that makes sense :-P
- Ed Johnson
TorqueSchool Administrator
| Brian \\\"Cybore\\\" Smith (Jan 07, 2008 at 13:57 GMT) |
| James Brad Barnette (Jan 07, 2008 at 22:24 GMT) |
| Ashley Kelley (Jan 08, 2008 at 07:05 GMT) |
| Kory James (Jan 17, 2008 at 18:58 GMT) |
thanks for your time
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