The task at hand is making on the ability to switch from the person to the boat and control them. Unity is really good at this as you can turn off individual things in the scene or in an object. You are able to find an object in code and find features in the object and turn the on and off. I will be using this ability to make it so you can switch through the person and the boat. You are only allowed one active camera in a unity scene at a time. When driving the boat I will turn off the camera on the FPS Controller and make the camera on the boat active vice versa.
When the mode is switched to boat, the camera on the FPS Controller will be turned off and the FPS Controller will be set to the position of an empty object on the boat, the empty will be a child of the boat so it will always be at the same place on the boat every time. When you get of the boat I will also turn is kinematic to off so the boat does not move off when you dock on the island.
As a stretch goal, I am planning on making it so you can only get off the boat when within a radius of it. I currently do not know how to do this so I will have to do some research. Currently the code is limited to using 2 different keys to get on and off the boat and there is no radius. I also want to implement a radius to the boat and the functions. I feel once I have learnt the radius code I will be able to apply it to a few things throughout the scene. I would also like to have the on and off button for the boat set to the same key but currently do not know this either.
I have made some coding progress. I have been updating and adapting my ship movement to be more boat realistic. I have made it so the boat is no longer able to move side to side using arrow keys as it was not a realistic movement for a boat. I also made it so you now control the boat by changing direction of the mouse. You were able to look 360 really fast. I now changed it so you can only look left and right. This is because the camera is in a 3rd person view and it is not needed to look in the other directions. I had set the turning movement to be extremely slow this is to also add realism to the movement.
My next steps are to Make it so you can get ‘out’ of the boat and move the character about. I have found a resource which will help me achieve this. The college will not let me unpack the standard assets so I am limited from certain things like adding real water. I am going to focus on the two separate movements the player and ship movement before I then proceed to work on other goals like an upgrade system.
I have been given the task of coding so far I have been working on side things like making a logo doing research. I found a lot of images close to the style we want and this is good to keep focused onto the art style we want. The others have been doing some concept drawings and making some plans for the items we may have.
Both my coding and Unity knowledge is fairly limited for many reason, It has been a while since I used it and really I never knew a great deal. My task for the team will mainly involve a lot of research as I need to research what I want and work with what I can find! I am hoping as time goes on I build a better understanding to code and it becomes easier for me to code and hopefully I will be able to recite the code without needing to research.
As of now my task is heavily research based. have been looking into some code and I have successfully been able to setup movement mechanics and I have attached the camera to the cube which will later be replaced into a ship. This is just a blockout. I also added a script to the camera so it finds the cubes position and follows it, I then added an offset this is so you can see the cube/ boat from a 3rd person perspective.
We have also done some character research and one of our members has made progress on making some natural objects like trees. Following the low poly style so it fits in!
My friend Callum is a contributor for a community. They requested that he make a temporary traffic light, he needed some help so I took it upon myself to build the head of the traffic light for him. There were easy parts and hard parts. The base of it the rectangle it all connects too was quite easy. It is a simple shape I then added indents to equally divide the 3 lights on the traffic light.
Making the cover for the light was difficult to get the right shape. I started off with a cylinder and move the vertexes to get the right shape. I then smoothed it so it did not have straight edges and it was actually rounded. In order to make this work I needed to crease certain edges or it would morph into itself and it quite simply just broke. After this I then added in some edge-loops and moved them where I needed as one crease was not enough to do what I needed. Once I was happy with the shape I then duplicated it 2 times and then positioned them in the center of the 2 indents where it was perfectly in the middle.
For the light part of it this was quite difficult to get this to look right too. I got a sphere and stole a lot of the faces off it. This was all I needed I then got the smooth tool and pulled it out until I was satisfied with it. It took some manual vertex moving to get it too look right. It took some time to scale it to the right size and get it to fit into the cover. I had to manually move it and scale it to make it look right.
After I had modeled it and was satisfied I then added the colours to it to make it perfectly clear what it was. It looks a lot better with some colours to it. There was supposed to be a trailer for it to go onto but that was modeled by someone else.
Next steps to this could be making it light up and make the light have an effect on the environment around it. From this perhaps I could make it change colour as this will be quite a cool feature to have. I have all the components to make a traffic light so from this I could make a full sized one not just a temporary one. Maybe make it have 2 sets of lights on it and have them change alternatively.
For our imagined worlds project We had a book shelf and many books to fill them however we did not have an open book. I thought it would be useful to have this to fill some space in our world even if it was only once or twice on a shelf or table. I then proceeded to make an open book. I started off with a primitive cube and then made it into the book cover which I wanted to be a hard shell. I then extruded up twice where the pages would be and made it the right scale.
I then used the smooth and crease tool to achieve the curved pages which I think looks really good and I am quite happy with the shape I achieved. However unfortunately this item did not get used as the deadline came too quick I feel it was a nice little model I had made and it shows my ability to use different features which vary from the standard beveling like many other people use.
My next steps for this model is to perhaps texture it and make it look a bit better. But for the model itself I am quite happy with it and do not feel like I need to change it but UV unwrapping it and texturing it will definitely make it look a lot better if it had a nice decorative texture on it.
I was using different software to learn a few things. From this I then found the GIF Feature on Photohop. I found a load of images that were similar from a game I play often and made it into a GIF, basically it slides through all the images showing a selection of different guns. I did not make the artwork only put them together. This was a small project for my own personal use as I wanted it on my steam profile.
I then uploaded the GIF to my artwork showcase. The GIF feature on Photoshop is really easy to use however I accidentally did not his the autoloop button when rendering the GIF. This meant when it was on my profile it would only play once and stop. I then lost the PSD File and had to remake it and this time I clicked the autoloop this means it continuously.
One of my ideas is to have a bar, an old school bar with naked brick walls and a very typical bar with the draugh on the bar and glass stocks everywhere. Maybe have it empty and deserted? I want to have a disco floor section and maybe have a stage where live performances play? This stage will contain musical instruments. This bar will hopefully be a walking sim with some triggers which move to hopefully make it look better.
Id like to have a range of glass types, these will range from beer bottle to martini glasses. Id also like to have some generic bar glasses to fill up some space. Id like to have the shelves behind the bar filled with glasses all turned upside down. Id like to have bottles of whisky and other spirits behind the bar. Some the house spirits are to be upside down and on tap, the rest will be sat on the shelves at the back.
Id like to have some decorations like neon signs inside and space filers like a pool table. Id like to have some gold and platinum records on the walls. Some Guitars on the wall will also make it look great.
As for the Dance Floor id like to have a smoke machine. A disco ball and some Disco lights. Id like to have the dance floor as the rainbow tiles that hopefully I could code to make them change color. Though the club will not have people in it id like it to look like it had people in it and they recently left this means have things like glasses lying about and music playing in the background. Maybe set the Disco ball on a slow turn on loop.
Have speakers in the corners of the room. Id like to have the pool equipment on the table, Balls cue ball and cues with chalk. Have doors for the toilers Male Female and Disabled.
I had gathered reference images for inspiration. I had heavily followed one which is clearly the dominant image on the slide above. I loved the style behind it and felt like it would match the theme for my imagined worlds project at the same time. This lead to me making my model based around the image in the middle.
I started by getting reference images, I then drew my work but it had been lost due to poor weather conditions. I made the low, I then made the high from this stage I then unwrapped the low poly one. I then put these uvs into substance painter, using masks and materials I textured the staff.
Textured using base materials in substance painter. Using the smart materials and masks. I had then tweaked each material use to get the colours I wanted.
I baked the high poly which was made from the low. The high poly differs from to the low in the handle and the top crystal. I achieved the high poly by using hard edges and smoothing the model to make it look more round where I wanted it.
My final model. These are my best renders with positioned light. There are renders with and without shadows hence the change in colour. Making this model was a struggle due to the awkward shapes this proved to be very tricky to unwrap. However after some perseverance I pulled it through and laid out the uvs. I had found more problems like the grain not matching and the uvs I have since found a way to fix this problem by changing some of the settings in the uv editor.
For my teams imagined world project we seem to be making haste. Progress seems to be going well Callum is doing some nice work with texturing and Dillon was focusing on some nic nacks Such as Cheese and a cheese knife. I have been making some small assets and doing some scene management we have decided to get some nice high detailed snippets of the scene in Maya rather than using unity I had added more items and made a cloth using the cloth feature in Maya. We then made the cloth into a solid this is so it was a fixed part of the scene it was easier said than done.
I made it come together as it was a bit too spread out for my liking there are still some gaps that need to be filled however we are now primarily focusing on texturing and UV unwrapping. We then need to focus on making some walls and giving it some structure.
We have been contentiously updating Trello this is so we can keep on top of our progress. Callum has been doing a lot of texturing, while me and Dillon have been making some more models which we are using to fill empty spaces in the scene. The only problem our group is currently facing is Oliver has been off for the second time in 1 week this has set the group back a little bit but we are coping okay.
As part of my imagined world project, I decided to make a low poly staff which corresponded with the wizard theme. I found some concept art on the internet and went of this for inspiration. I didn’t follow it from vertex to vertex but I followed it heavily.
I had used separate components for each piece so the handle was one cylinder The top and bottom crystal were separate and the golden part at the top which connects to the crystals is also another shape. I plan on importing my model to Substance painter and adding the textures this will refresh my knowledge on substance and will hopefully leave my model finished and ready for the game engine as I have been shy regarding to textures.