Ambient NPC Population

Ambient NPC Population, a continuation of an idea ...

CryENGINE 3 SDK

A Free CryENGINE SDK for everyone in August 2011? ...

Adventures In Textures

Seeing just how low you can go with the poly count by offsetting a lack of geometry with normal mapping and hand painted textures ...

UDK - Hawken

Indie development at its best ...

Unreal Engine 3 - Environments Features Overview

Gorgeous tech demo trailer showcasing the features of Unreal Engine 3 and its free counterpart, the Unreal Development Kit ...

Sunday, 13 July 2014

Leadwerks 3.2 Indie : Animated Character Workflow Test





Testing the animated character workflow from Mixamo's Fuse software to Leadwerks 3.2 Indie. The character was created in Fuse then a whole category of animations from a TrueBones animation pack were re-targeted in Ikinema before the character was finally imported into leadwerks. There were no adjustments or tweaking performed at any stage (although it will be done in future when required), this was simply a test of the pipeline.




Monday, 7 July 2014

Leadwerks 3.2 Indie : I hate waiting in for deliveries! [HD]



 
I hate waiting in for deliveries, so it's essential to pass the time "playing". What did you do today?

Friday, 4 July 2014

Leadwerks 3.2 Indie : Proof Of Concepts & Several Tests.

It's been a fair while since I updated my blog, I have just been busy. Although I am currently working with Unity 3D, I did purchase a copy of Leadwerks 3.1 Indie on Steam. Not really had much time to dabble with it other than to load it up when I first bought it. So I had a few hours and thought I'd have a tinker with it.



 
This is just a quick video of that few hours work prototyping.

It also served as a test of Mixamo's Fuse that I got in the Steam summer sale at 80% off, a test of some textures, the model conversion workflow, a waterfall shader attempt and some Lua AI scripting.

The main test was for using the Navmesh functionality and Basic AI scripting to utilise it. The AI female NPC model was created in Fuse rigged and animated via Mixamo. Basically just a few hours tinkering with several different packages to see what I could come up with.

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