So, our first big piece of the puzzle is to design the character that the player will be inhabiting while playing your video game. In the step below, I will outline how you start the process, as well as review all the demos that I have and will do in class to show you how to use the software.
First you need to sketch and plan your character. You will need to draw your character from 3 different views: Front, Side, and Back. You will also need to add color using colored pencils. See the pictures (that I found online) below for some excellent examples of how this should look. (NOTE: Not all of these may be perfect examples, so make sure you have the three views mentioned previously, and that you are using color to help design your character. The most important thing is making sure that you are using this sketch as a planner: Make sure you include details that your character needs, like capes, boots, etc. This is so you can plan your character, and so I can help you do that!
Once you have planned out your character, you will want to build the character in 3D computer software and rig the character so that you can add animations and whatnot. For reference, you can watch the following videos, which review the demos that I have given in class on how to create your character. Remember a couple of things:
- The character must be bi-pedal and humanoid so that we can use Fuse. Students in the advanced class can create their character directly in Blender if they wish, but students in the 1st year class need to use Fuse to create a humanoid character. This may be a bit frustrating for some students, but trust me, you will have enough challenges with this process without having to worry about you learning Blender while trying to create a character.
- In the videos (I believe it’s in part two) I spend a considerable amount of time showing you how to use booleans to make all of the body objects one. I do not do this any more, because it actually causes more problems than it solves.
- In the videos, I also ask you to “package textures” when you export the .OBJ from Fuse. This is also something that I have changed recently, as this seems to reduce the apparent resolution of the character’s textures
- You will need to animate your character with the following animations:
- T-Pose – must be frame 1
- Walking while shooting/throwing
- Dying (Have your character fall backwards – going frontwards will put the camera in the ground which won’t look good)
- Strafe (stepping sideways) Left
- Strafe (stepping sideways) Right
- Looking (straight) Up
- Looking (straight) Down
- All of these animations need to happen in place – in other words, your character should NOT move out of the center of the grid. The character should only move up and down in the air when necessary.