Martin Tepavitcharov 12/12/25
This project is based off of the game Risk of Rain 2, where your survivor, in this case Commando, gears up and takes on an evil god on the moon. I tried to emulate that in this animation as he picks up two items from the games then finds out it is not nearly enough.
I modeled almost everything in here by myself (with some exceptions), such as the stage, the flashbang, the hammer, and the syringe. I had made two more items but they didn't make the final cut. The stage is supposed to feel manufactured, concrete and metal, with some bits being stretched to approximate what concrete is.
Boy where there many. The main thing I noticed after rendering was the lack of color on the chests. I used my chest model from project 2 and in the preview renders, it looked perfect and textured. BUTTT.... after rendering, for some reason, the materials unlinked from the original and now I can't even force it to look like I wanted to. Nor do I have time to re-render. If I had the time for a re-render, I would fix this problem by creating new materials in the scene rather than trust Maya to do the same thing on the 101st time (when the last 100 were perfect)(I'm a little salty if you couldnt tell). I believe this problem was caused by a crash right before rendering and I just did not notice that the textures got unlinked.
In addition, I wanted to add more items, but each item I added added exponentially more time and I only found out the method to create a big group with all of them in it towards the end. If I were to redo it, I'd start with the extra items already connected to the ball.
Relatedly, the ball was all sorts of weird. Whenever I spun it in the x direction, it would work as normal, but any other one and all 3 axis would rotate as well, causing the rolling type look I was going for to look odd.
But, most importantly, if I had more time, I would fix how quick everything feels. Only in the last 200 frames did I realize how important the breathing spaces were between moments and I did not implement enough.