About Bud the Spud

"Bud the Spud" is a potato and unlike other potatos Bud is perfectly happy to remain a potato, he has no intention of becomming "Mashed Potato, French Fries, potato Chips" or anything else that takes away from his being just a plain ordinary potato.

one day Bud discovers that the "Rotten Potato" is selling off his fellow potato people to the fast food conglomorates in a mass genocide of his own people. Now this is enough to piss off any self respecting potato. And so begins Bud's adventure to find and stop the "Rotten Potato" from this dastardy most dispicable act of genocide. Bud will have no easy task as he will have many obstacles along the way, deadly toxic mud bogs to cross, attacking Worms, Potato Beetles, rogue toy Robots, food processing machines, Hibachi BB Q's and so much more.

Thus begins the concept for my indie game development project "Bud the Spud"
Showing posts with label max 8. Show all posts
Showing posts with label max 8. Show all posts

Monday, May 21, 2012

Chattering Toy Teeth Character

I've been putting the final touches on the code for the "Chattering Toy Teeth" character. It's almost done, just fine tuning it to match up with sounds and working out the characters death setup for when Bud the Spud jumps on him. I'm making him similar to the Potato Beetles in that it will take Bud two jumps to defeat this enemy. Because he has a top and lower jaw section I'm not sure how that will workout but I'm sure I'll figure it out.

I've been having some export issues with Max 8 lately, for some reason when I export out as FBX with the Y set to Up when it shows up inside of unity it's still Z up?? Very strange. So I've had to use my fix that I ended up using for my Alien Zombies a while back where I had to place my character inside of an empty game object and reference the animation to the model inside of that object. I have no idea why Max 8 suddenly decided to muck up my exports when they were working fine before?? 

Saturday, May 12, 2012

Toy Boat Added to Sand Box

Even with taking a bit of a break today and going out for a nice long bike ride I still managed to somehow find the time to create this simple toy plastic boat I added to the Sand Box level of my game. I like it but i keep thinking my sand box needs something bigger in it, maybe a bigger boat that I could place this one in the foreground of and have a big plastic ocean liner behind it? I dunno, maybe that might be a bit much?? I'm liking the idea of adding a toy rubber shark though. I'll see if I feel like doing that tomorrow ;) 

Sand Box Level Details

While I'm still struggling a little to work out the code for my revolving shooting robot for the Sand Box level I figured I'd take a break from that frustration and keep working on adding detail to the Sand Box. I've added toy wooden blocks, a plastic bucket with sand in it. A good place to perhaps hide a key maybe. I've added a rusty yellow painted beach shovel.





I got some more mileage out of those numbered and lettered toy wooden blocks by adding a few more in with the new toy wooden blocks. I may take a few of these and see if I can arrange them like a small house that I can hide a key inside of also.








The Sand Box covers quite a large area so I have a lot of open space to add all sorts of toys. I might add a little more sand castle structure in the middle of the sand box. I want to make a toy boat of some kind. I was browsing on Google looking for toy boats to see if I could get some idea of what would make a cool sand box toy boat, I found a few images I saved into a folder for reference later on to perhaps create something that will look cool like a beached boat. I'm even thinking about perhaps adding one of those rubber sharks we used to have as kids because they were hollow and I'm thinking that "Bud the Spud" could go inside of the shark which to him would be like a whale. Inside I could either hide a key or place fertilizer pellets inside.

I made a place holder area in the ground for where the Revolving rusty toy robot torso will be placed. As you can see here I have him in the scene rendered in Max 8. The final export will not include him as he will be a prefab in Unity 3D that I will drag into the scene and place him in this location with hopefully by then a working code. Right now I have him performing his animation when Bud gets within range but his fireballs are instantiating inside of his chest area and exploding right away as opposed to flying away from where he shoots from. So I have to look into why it's doing that and try to fix that. I have a few ideas on what the problem might be but it's going to take some more playing around with the code to really figure it out.

I created some Popsicle sticks of varied flavors (used of course) to serve as a little fence along the mote area by the sand castle. Bud can easily jump the fence but why would he as it would be suicide to jump into the mote filled with muddy water.

Here in this scene and the one above you can see some of the Popsicle stick fence along the mote edge behind the toy rubber duck and some being used as fencing by the bridge entry area by where the toy revolving robot is placed.

I can't wait to get this model all done with all the cool stuff and more I've mentioned above and placed into Unity 3D as this is going to be such a fun level to work with with a few worms, potato beetles and one or two of those blue wind up sparking robots wandering around.

Thursday, April 26, 2012

Jack in a Box re Texturing

I figured I might as well get right to it and re texture map the "Jack in a Box" with new maps that I can use. I still pulled some google images to use as a basis for my maps but I gave them a jolly good reworking in Corel Painter so now they are original enough for me to be able to use and redistribute with my model. In some way it was kind of a shame as I had grown quite fond of the maps I was originally using but I'm very satisfied with these, they have a more hand painted look and I tried to keep the overall painting style consistent, it also gave me a chance to fix up some areas of the texture map that I was not 100 percent happy with from the first batch of textures I was using.

I'm still having that freaking import issue from Max 8 into Unity 3D with it buggering up my head of my Jack in a Box and flipping the normals in a very weird way that it also affect the direction the light hits the head part of the model as well... really do not know how to fix that. But last night I did a little experimenting and I found that if I use the Nature soft occlusion leaves material, (it's the wrong texture I know but the only one I could think of that was double sided), tweak the setting and place a point light inside of the head that I can make it look somewhat passable if I have too... but I would rather that the Fracking problem fixed. After this post it will be some more searching on the web to see what I can find out from anyone else who is suffering from the same stoooopid issue... C'mon Unity Fix your Fracking Software!! 

Wednesday, April 25, 2012

Max 8 to Unity 3D Normals Problem


OK I've run into this before a few time and the usual way it's fixed is to go back into Max 8 and select the parts that are causing the problem and click on polygons and select all and then flip them and re import the model back into Unity 3D. But this time it's not working!!

Here you can see in the "Preview pane" (Lower right hand corner) that the model looks fine but in the scene view (Upper Left Hand corner) you can see that the "Normals" are "Flipped" not only are they flipped but they are catching the light wrong too!! WTF, this must be another fine Unity bug in the latest version.
I've tried reimporting the model several different ways even just dragging in the native Max 8 file and nothing seems to be fixing this rather annoying problem. I tried flipping the normals on the head in Max 8 and re Unwrap UVW mapping the head again to no avail?? I've been at this all day trying to figure it out.