Category Archives: Final Project

Asteria Title

For the final project, our graphic designer gave us titles for both Asteria and Hyperion. The original Asteria title is below:


From the APT on Wednesday we decided that the titles need more personality and should reflect the theme of the game more. Therefore, I have added some textures, colouring and circuits to the title so that it suits Asteria better and matches the awesome texture that Toby has given her. The result is below:



Redo of Asteria Unwrap

For the final project I have redone the Asteria unwrap. The original unwrap was symmetrical however her design is asymmetrical and needs asymmetrical uvs (I did not know this at the time). Below is the new unwrap:

Texture_Asteria_FIXEDIn order to demonstrate the left and right sides of the model I included green and red dots on a separate layer:

Texture_Asteria_FIXED2Now the model can be textured asymmetrically:


Asteria Unwrap & Basic Textures

As with the Hyperion model, I have unwrapped and started the base textures for the Asteria model. My progress is shown below:

unwrap01Again, seams and “peel” has been used. Asteria was much simpler and quicker to unwrap as she has no asymetrical elements in her design.

02The final unwrap with the checkerboard texture. As I unwrapped the model in large pieces it was very easy to pack the UVs.

03Finally I added the basic flat colours to the texture map. These are simply the beginning of the texturing and more detail will be added later.

wordpressSo finally Asteria is clothed and ready for action! Even if she has no face yet… 


Hyperion Base Textures

In my last post I showed how I unwrapped and started the texturing for the Hyperion model. I have fixed up the colours for the gallery walk tomorrow. At this stage these are just the base flat colours; detail will be added later:


Hyperion Unwrap

For our final project I have unwrapped the Hyperion Model and started the basic texturing. As the model had already been skinned I had to be really careful when collapsing the modifiers. My progress is shown below:

01I used seams and “peel” as this is an organic model.
02After the body I unwrapped the accessories. Once these were complete I collapsed the unwrap modifier down to the editable poly on each of the meshes. Then, after selecting all the meshes at once, I added an unwrap modifier and began to pack the UVs.
03When I was finished, I individually collapsed the unwrap to each mesh. All other methods caused the skinning to disappear or break (fortunately I had saved before each try). The final unwrap works with the skin modifier:
04The final unwrap is shown below. I have given the different sections a colour in order to demonstrate how the character was unwrapped.
texturesThe coloured texture applied to the Hyperion model:

Hyperion Character Model

Using the model sheets and character design that Jam created, I have modeled the secondary character of our final project: Hyperion. Here are Jam’s model sheets:


As you can see, this character has several asymmetrical pieces. Even so, I began modelling the character from a box and using a symmetry modifier – similar to the mage character.


As we did with the mage model, I made sure that the joints were appropriate for animation. Here is the completed symmetrical character:


I then modeled the asymmetrical accessories separately:

02B The last thing to do was to collapse the symmetry modifier and fix up the left arm (the skeleton arm). The completed model is shown below:



The model will most likely need adjusting so that it fits to the rig and skins properly. As such, we have chosen to not unwrap the model until this is complete.

Thumbnails for Final Project

We needed thumbnails for the final project as the reference video was good but needed corrections and exaggeration.

These were my quick, initial side-view thumbnails for Asteria:


Here are the good front-view thumbnails for Asteria (read left to right):


Here are the side-view thumbnails for Hyperion:


I may have gone a bit overboard with these, but I plan to use them in a showreel.

Group Meeting + Rigging

Today we had a group meeting at Toby’s house. During this meeting we planned out our final group project. To help keep us organised, Jam setup a shared Google Drive folder which we will be using to share concepts, files and schedules. Our main goal for the meeting was to complete all the preliminary planning; to finalise our scope, tasks, schedule and roles. After sitting down and working these out we are confident that we will be able to finish this project within scope.

We have separated the project into four phases. At the end of each of these phases we will have a version of the final product: phase four is where the final version will be developed. This process will allow us to develop the product iteratively and will lower the chance of a failed or incomplete project. If things go horribly wrong we should at least have one of the earlier versions to show.

Below is the outline of the four phases. This screenshot is from our shared Google Doc which we will all be changing to update our progress.



In addition to this, Ben taught us what CAT rigs are and the basics of using them. This was really helpful as we are likely to all have a hand in the rigging and animating of our characters.


We learnt how to adjust to pre-set CAT rigs – including adding bones, IK targets and joint controls – add animation layers, transition between layers and how to animate the rig. In order to learn all of this, Ben created a simple rock climbing wall. He walked as through how to set up the rig and showed us how use the IK targets. Below is a quick demo video of the rock climb.

Today was an extremely productive day, as we learnt a lot and created a thorough plan for our assignment.

Summary of Project Pitch

Here is a summary of the pitch that was presented today in class last week. Obviously, this is just the pitch so the project is subject to change….


  • Trailer for a fighting video game
  • Game called: Super Awesome Uber Kickass Melee Carnage Havoc Crusade…3
  • Introduces 2 characters and settings from the game
  • Stylised violence – not too mature for age bracket
  • Aim for target demographic through gameplay and style
  • Parents will be interested for nostalgic reasons

The combo sequence will take inspiration from fighting games such as Street Fighter:

The character introduction will take inspiration from Borderlands:


2 characters

  • One male, one female
  • Fully designed, rigged & textured

Characters prepping for a fight

  • Environment design
  • Idle animations

Stylised combo move

  • Complex animation
  • Visual effects
  • Audio
  • 15 – 20 seconds max

Short title introduction

  • Design that demonstrates personality
  • Incorporation of 2D elements

Game title screen


In order to stay on top of project we will be using an iterative development process. However, we cannot predict everything and, as students, we often underestimate the time tasks take. Therefore, we have several ways in which to scale the project back:

  • Make characters the same gender (limit rigging and modelling)
  • One environment only
  • Combo sequence for one character only
  • Simplify introductions
  • Simplify VFX
  • Simplify audio


  • Defeat sequences
  • Cloth effects
  • Circuity flourishes on characters



  • Score/s for idle animations and combos
  • Score/s for character intro/s and game title
  • Sound effects for combo sequence
  • Possible voice acting


  • Colour palettes
  • Costumes
  • 2D assets for intro sequence
  • Typography for intro/s and game title


CAMERA WORK Toby Everyone
MODELLING Lachlan & Ben Jam, Erika, Toby
UNWRAPPING Jam & Erika Toby, Ben, Lachlan
TEXTURING Jam & Erika Toby, Ben, Lachlan
RIGGING Ben Toby, Jam, Erika, Lachlan
ANIMATION Lachlan & Ben Toby, Erika


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Note: This is just the initial Gantt chart


01 Modelling animated characters
02 Texturing environment and characters
03 Compositing 3D and 2D assets in the intro sequence
04 Operating cameras to film reference material
06 Render final product
07 Research shaders, rendering, compositing and texturing techniques
09 Animate human characters
10 Fight combos demonstrate action, force and weight
11 Use industry standard practices and workflow to create animation
13 Use an iterative development process
16 Will apply time management to produce work on time and in scope
17 Collaborative production
19 Will respond, adjust and work to fufill brief
20 Collaborative production


Jam and Lachlan have been working on concept designs for the games characters and environments. Below are Jam’s character concepts:


Below is Lachlan’s environmental design:


Filming Reference Material

Today our group got together with Jam’s friend Connor to film the reference material for our final project. Both Jam and Connor have several years of experience in martial arts so they were the prefect models for the reference.

We all had a go with the cameras: Toby was in charge of the primary filming and used an awesome camera (with slow-mo filming and a dolly track); I was filming secondary material from a different angle (at a normal speed); Jam helped with the setup and the shots; and Ben was filming the behind-the-scenes footage.

It was fun and we got some really awesome footage. The slow motion videos look particularly cool and will be extremely helpful when animating the complex motions. Toby quickly put the videos together into a rough animatic (with placeholder text) in After Effects; we will be giving this to the audio and design students so that they are able to start planning out their work.

More Inspiration…

Again, Skullgirls has the most beautiful animation – completely 2D and handrawn.

Final Project Ideas and Inspiration!

In our quick meeting after class there was a discussion about “clustering” a bunch of peoples’ individual ideas together for the final project. The loose idea was a video game character performing a move or action that would be quickly followed by an introductory sequence. This would be done in a 3D environment, with a 3D character and 2D elements in the intro sequence. This would possibly incorporate:

  • Character design, modelling, texturing, rigging and animation
  • Environmental design, modelling and texturing
  • A short but detailed animated action sequence (fight move or similar)
  • 2D designs and typography for the intro sequence
  • Audio
  • Visual effects (for both the intro and action sequences)

This would possibly allow collaboration between animation, game, audio and design students. In addition to this we could aim for multiple characters in multiple environments and scale back if necessary.

Here is some inspiration for the final project…

Street Fighter IV Ultra Moves:

Chun Li


Note the dynamic camera and character movements work well with the stylized visual effects.


Skullgirls “Blockbuster” Fighting Moves:

*** Skullgirls is 2D, we will be working in 3D. But I included it because this game and its animations are so beautiful.


Borderland 2 Character Intro Sequences:

Tiny Tina


Note how the slow (but not stationary) character movement and the parallaxing background gives movement and life during the text sequence.