Modeling/Skinning a 3D Mesh2022-11
Modeled and Animated in Blender, implemented in UnityImplementation
- Designing the concept in Affinity Photo, to use as reference when modeling.
- 3D Modeling the character in Blender.
- Creating a high poly version and a low poly version of the model.
- Ensuring the low poly version is optimized and works well when rigged and animated.
- UV Mapping the low poly version.
- Baking the Normals of the high poly version in a Normal Map, to use in the low poly version.
- Texturing the model using the Paint tool in Blender.
- Rigging the model with an Armature of Bones for Animation.
- Inverse Kinematics for the extremities.
- Weight painting and vertex groups checking.
- Implementing animations for Idle, Walking, Running and Fighting.
- Importing the animations in Unity.
- Adding animation events for when punches land.
- Integrating assets from the Asset Store for setting up the demo scene.
- Integrating the Third Person Character Controller Asset from the asset store.
- Working with the new Input System, extending it, using Unity Messages.
- Extending the Animator Controller to add the new states for the fight animations.
- Adding camera shake to the Cinemachine Camera.