0

Monstermatic Monster Creation Tools

IMG_3640MonsterTools_04 MonsterVariations5

We are doing our best to bring as many customization options as possible while keeping the process simple and fun. The images and monsters above are screen grabs taken inside our iphone app.

After naming your monster, start creating by getting into “the instant color maker” menu. Browse through the different textures and after choosing your favorite, tweak its color by sliding a hue slider. The second part of the process which is called the “Shape Factory”. This is where you change the shape of your monsters. Our tools vary from changing the height and width to adjusting the eye and shape if the mouth.

The last part of the process is to choose between accessories. We are constantly creating new monsters themes like the galactic warrior, the toxic avenger and the massive lava monster. Each of these themes contains 4 to 5 parts, all of these parts can be combined with the parts from other themes. The combinations are endless.

If you have a monster idea for a monster please shoot us a quick email, we’ll do out best to bring it to life in the app.

Clayton

Advertisements
3

GUIDE: RoadKill and Maya UV’ing for 3D Printing Mobile Gaming

UV’s

Maya’s UVing capabilities are limited, so it’s best to use an external program. Roadkill is an excellent freeware application that can be used within Maya, but works best as an external tool. You can find it here:  http://www.pullin-shapes.co.uk/page8.htm

Process

– Export your object as an .obj and bring it into Roadkill.

Uvs_01

Under the texture menu there are 3 different ways to view the UV’s. The last one gives you a visual clue of how much stretch is being applied:

– Checkered-Good preview of how the texture will look

– Numbered texture-Also good for seeing how a texture will look.

– Stretch-Colorizes UVs. Red  means UVs are compressed. Blue means UVs are stretched. Green means UVs are good.

Uvs_03 Uvs_04 Uvs_05

Roadkill Hotkeys are “E”-edge tool, “C”-cut edg and” W”-weld edge. Select an edge that you want to make a seam and Cut “C” and Roadkill automatically unfolds the mesh.

Uvs_06

Continue to Cut “C” and Wedge “W” until you have green UVs and a small number of UV shells then toggle the LSCM switch on and off to find the best UV layout. This reorganizes your UV’s as an organic or artificial mesh.

RoadkillScreenGrab_1

UV_LSCM_02 UV_LSCM_01

You can move UVs around in Roadkill, but it is much easier to move the UVs and make final tweaks in Maya. Save and Import .obj back into Maya.

Uvs_11 Uvs_12 Uvs_13

Select the Roadkill .obj then shift select the mesh receiving the UVs and open Transfer Attributes:  Polygon menu: Mesh > Transfer Attributses and with both objects still selected, delete history. Now you can delete  the Roadkill .obj. Open the UV editor and move UVs around and reorganize your UV space. Remember that faces requiring more detail need to take up more space and that layout isn’t final: You can always tweak the UVs after you start texturing.

Uvs_14

Here is a more in depth Roadkill tutorial:   http://vimeo.com/6902104

There is not much gaming I hope this helps.

0

Animation

posthttp://www.youtube.com/watch?v=AM7a1Oab3Dk

http://www.youtube.com/watch?v=XcL92XB4esk

We started animating Monstermatic and we are coming up with dance loops that play in the background while the app is idle. The yellow robot shuffling in the end of the music video from LMFAO in rad anthem is the best reference ever. The links above are our first dance tests, we thought we should share 🙂

Clayton

0

User Interface

iPhone_Color_Template

NewButtons

A good UI defines the user experience, sends a positive image and guides the user through navigation of the menu. People want the content delivered to them in a way that doesn’t break the fantasy. That means instead of reading a tutorial or a game manual, we will take the user to perform basic actions intuitively while encouraging them to discover the rest of our world.

We take the user through a simple monster creation process. Pick a color then shape and accessorize it then access new features that offers further customization.
Colors and main animations are focused on the monster while brief 2D animations gets the users attention for quick feedback These are never too long because we don’t want to slow down the navigation experience through the menu. Our icons are very distinctive and all the main actions are within thumb reach.

I hope you like it.

Clayton

0

GUIDE: Tips for creating 3D assets for Unity using Maya

Would you like to create a mobile game, but you don’t know where to start? Modeling, rigging and animating, for the first time for a mobile app can prove to be challenging. This guide gives 3 quick tips to follow about prepping your assets before exporting to Unity. By using this tutorial, your game will run on iPhone 4 or higher.

TIP 1: MODELING

● Limit the total number of polygons to 8,000. The 3D assets need to work to their full potential in the mobile app without making the app heavy. This number varies from one project to another but 8,000 is a good guideline for mobile apps running on iPhone 4S and up.

● Always turn backface culling on. Because like all game engines, only one side of the poly face is rendered. And it is important to be able to see if normals are flipped. Especially on objects that get duplicated and mirrored to the other side of the character.

● Turn on your poly count. It is a quick and constant reminder of number of triangles being used. It’s also a good way to see if there are any overlapping or extraneous vertices on the mesh.

TIP 2: RIGGING & ANIMATION

● Limit the total number of joints to 40. The exact number can only be obtained through testing and varies from one app to another but for iOS 4 and above, 40 is a good number to start with.

● Confirm each vertices are only influenced by 4 joints. Unity only recognizes 4 joint influence per vertex, the remaining animations will either be deleted or result in bad translations. Prune out all the extras weights.

● Make sure your joints are oriented correctly. This seems obvious but one incorrect LRA can create a huge mess in Unity.

TIP 3: BEFORE EXPORTING TO UNITY

● Delete history and freeze transform. History and transform information on your mesh will create problems on your export or even later in Unity.

● Check your normals. Before considering exporting, turn on normals and make sure they are turned outwards.

That’s it. I hope that by sharing our experience we the make process a little easier for others.

Clayton