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Project Overview: Holdeen's Max

By Gilberto Magno
Web: Open Site
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Date Added: 20th August 2013
Software used:
Photoshop, Maya, ZBrush

Unity 3D engine

First I exported the character from Maya in FBX format, because this format saves the animation information and Unity works perfectly with it, along with other engines like UDK.

Then I imported the model for my project into Unity. When importing the FBX the engine automatically recognizes the animation and generates a clip.

For the shader in Unity I used a default (Self-Illumin/Bumped Specular) because it allowed me to use ambient color and specular color as tints. As with most of the shaders in Unity, the specular was used in the alpha channel of the diffuse map.

With the materials ready, I did the lighting at the same angle as I'd done in Maya. The only difference was I didn't use several point light so as to not weigh the scene down.

To simulate an ambient light, I controlled the ambience in the shader. I will not go into details about the configuration of particles and scripts as it would be too long. Soon I will share a full tutorial on how to create a scene in Unity to show your character.

To make the Unity render beautiful, I set the render quality to Fantastic, which leaves the engine to render at the highest quality, with anti-aliasing, soft shadows, etc.

After, I added the scripts in the scene, a mouse orbit camera and another to control the character animations. For this part of programming I counted on the help of my friend Kleber.swf. Finally I just did a Build Web Player and incorporated it into my site. If you want to see to see the result, just click here.

You can also watch a video presentation of Holden's Max here.

Thank you all for taking a time to read this project overview.

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Readers Comments (Newest on Top)
(ID: 350006, pid: 0) Wyrdalos on Mon, 29 June 2015 11:33am
Amazing job dude Can i see what kind of pattern you used for the arm please? =)
(ID: 260074, pid: 0) Sound_Priest on Tue, 11 March 2014 12:31pm
Amazing ;)
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