Saturday 22 November 2014

Maya: Error reading file.

Recently while re-topoing Auyron I had some issues importing decimated ZBrush files into Maya. After a bit of digging around online I found a solution to my '// Error: line 0: Error reading file.' problem, so I thought I would share! =)

The problem is with the faulty lines of information in the file.


To start, attempt to import the obj file into Maya. You should get the error: '// Error: line 0: Error reading file.' Then open the script editor.
Take note of 1 specific line in the log: '// Error: line 0: OBJ file line 105719: index out of range for face creation. // 
This tells us that the error is in line 105719 of the file.

Next step is to open the obj file in textedit or notepad and find the offending line.

As you can see, two out of the three numbers (which are coordinates for a point in the mesh) are the same. These can NOT have the same value and this is what causes the error. To fix this, change the value by adding +1 or -1. (just enough to fix the issue but not a visual difference)

Then save the file and import into Maya!

Keep in mind you may have to do this multiple times as I had to in the example (the line just under that had the same issue). Often the problem lines are close to each other so I just skim the numbers to pick up any other issues before I save.

Monday 3 November 2014

Auryon Re-Visited.

Sooo.

I've been thinking of redoing the retopo, rig and baking for Auryon for a while. Started retopoing tonight;




Saturday 20 September 2014

Dreamgate September

For the past couple of weeks i've been working on some assets, art + animations for the Anti-light (now called the Ghostlight) and changing the light colours.


Boxes!



Ghostlight!




New light colours!




I am really loving working on the Ghostlight and learning how to animate in Flash, although it is tedious. =P

Sunday 3 August 2014

Dreamgate Week 5

Sorry for no post for last week. Got sick with Tonsillitis =(
The one day I could go in though I worked on the Anti-light and how its 'light' would effect the level.



This week we have all been working on our pitch for next week. (eek!) 
I've been creating some level mockups to use in our presentation based off already made levels (to show the levels in the Aztec theme).



Wednesday 9 July 2014

Dreamgate Week 3


We have picked a theme, Aztec! I think it fits in and follows on well with the current Egyptian theme.

I've also been concepting some changes that could be made to the idol and baby to fit them in with the Aztec theme.

Also some Anti-light concepts.

Before the theme decision this week I fleshed out and changed the underwater theme concept a bit.


The next 2 weeks are school holidays so Dreamgate blogs will be back after then! =)



Saturday 28 June 2014

Dreamgate Week 2


This week we have been creating some concepts for some of the themes we liked to explore the most.

I did some work on an ice theme, forest (temple) theme and an underwater theme.




I've also been learning the level building tools so I can create levels of my own! =)



Sunday 22 June 2014

Dreamgate Week 1

A couple of weeks ago I was  lucky enough to be accepted for an internship at an indie games studio, Dreamgate Studios.
The work I do there will be my final assignments at the AIE and part of the submission is weekly journal updates. (So you guys will get a new post every week!)

The game I get to work on with my fellow interns is called Light in the Dark. We are working on is a new theme pack and levels for the game.

It is out now for iOS (so go download it!)



This week we have been brainstorming new mechanics and themes for the pack. I can't wait to get started on concepting. =)



Friday 13 June 2014

Character Assignment Finished =D


Auryon is complete!





In the end I did not have the time to complete Auryon’s pet skag (I only got up to sculpting for him) but I plan to make him a little side project that I will complete in my own time.
Some aspects of Auryon’s design I totally changed from the concept. I realised that no Borderlands characters have long hair (for good reason! They don’t have to animate it =P ) so I cut her hair short. I had the same thinking with her trash-feeder feathers.


Turntable:


Monday 26 May 2014

Polypainting is finished!

I still have to adjust the textures in Photoshop after I have finished re-topologising but I'm happy with it so far. =D
(Dagger in these pictures is not textured yet but is is complete)



Wednesday 21 May 2014

On to the texturing!


Finished the sculpting and I'm now on to texturing! I'm using ZBrush's polypaint to create the textures then I am going to do a diffuse bake to the re-topo. Base colours at the moment (that may still change) but I am slowly getting the inking done (argh so painstakingly slow!).




I'm pretty happy with the gloves so far:



Monday 12 May 2014

Sculpting

I've been working on my character sculpt.


I have never modelled a human before and I am still learning ZBrush so this whole thing is a giant learning experience for me but I am happy with the anatomy.

Thursday 8 May 2014

Character Assignment

Our next assignment has started, the character assignment. We have to concept, model, texture, rig and animate a character to go into a games engine.

I thought to be a bit different to what I normally do and to challenge myself I would go with a human character. It was also suggested that we follow the style and pipeline of another company. So in the excitement of the announcement of Borderlands: The Pre-Sequel I decided to go with one of my favourite series, Borderlands (Gearbox/2K).



The idea for my character is to create a new class, the Beastmaster. An idea I had gotten from roaming the internet and Borderlands character forums.

My character is female and has a pet Skag (I will only include the Skag if time permits). I'm still working on a name for her. (Thinking of something that means hunter or something like that.)

Next! On to sculpting!

Tuesday 8 April 2014

The environment assignment is finally done!

The individual assets I created are below:

Boat, Rope and Plank

(Yes I know that the boat texture sheets have a heap of empty space. The plan was to create another type of boat but that didn't happen.)

Small and Large Stairs, Beam, Boardwalk and Pillars


Flythrough:


Some renders of the environment:




Shout-out to my Teammates: Andrew Kerr and Tucson Bagley!


Wednesday 26 March 2014

We have just under 2 weeks to go on the assignment and this is the scene so far:


I have added a whole new area to the town and doubled its size. (It looked way too small.)
Now we are focusing on getting all the textures and final models in.

Sunday 16 March 2014


Slowly adding more to the environment. Now it has the business area and the market layout done, still to start the residential area. I have been working on models and textures for the basic wood assets.

Wednesday 5 March 2014

An update on the assignment:


Just doing some greyboxing in Unity this week.

Friday 28 February 2014

I have finally started my first assignment for 2nd year games! We are required to make a game environmnent in groups, that is playable and has a flythrough.

My group has chosen to do an environment, similar to Lake Town from the Hobbit, a small run-down floating town in a very cold and frosty climate. The town is meant to be a neutral trade port between two bigger cities that despise each other and therefore are always at war.


We have around 7 weeks to complete the assignment and are now starting to finalise our concepts and get some greyboxing underway. =)

(coloured by me, lines by Tucson Bagley)




Pssst.... first blog post! =D