Creative and Technical

Slide 2.PNG

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.

Slide 3.PNG

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.

Slide 5.PNG

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.

Slide 6.PNG

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.

Slide 4.PNG

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.

Advertisements

Imagined world Progress

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.

wwww2.png

 

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.

wwww3.png

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.

WWWW Trello.PNG

Emerging Tech PP Essay

As a task we were instructed to make a PowerPoint and an essay on emerging tech. I based mine on VR and AR This was due to the fact there is so much going on regarding these subjects. There are many industries who are jumping on to this many developments in the tech, games and film. Not to mention the huge release of Pokemon GO AR can also be used to Scan QR and Bar-codes this can be used for apps such as My Fitness Pal This is an app that tracks calorie intake and helps people work out what calories they need to be consuming to achieve their goals.

og_image_1200x630-baa3ef930915ba1638a9179441a02c0c.png

I delivered my PowerPoint to the class it went fairly well and some people seemed engaged not many people were interested as they had been sat through nearly 2 hours of presentations and people begin to lose interest. Due to errors on my behalf it was rushed near the end and this lead to a spelling mistake being on my final presentation other than this everything was fine I was confident while reading and did not read from the bored.

pgo_logo.png

Imagined Worlds Staff

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.

Fantasy Staff.jpg

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.

Staff.PNG

Imagine World Wizard

Group Project, participants;

Fraser Gibson (Modeler, animator, coder and character/ weapon artist)

Oliver Fleck (2D Pixel art, 3D Modelling level designer and animator/ Texture artist)

Dillon McClennan (3D Moddeler/ Texture artist and weapon designer)

Callum Cook (3D Modeler, asset manager and coder)

 

We are planning on making a room with low poly but effective assets ranging from books to little log fires. We want it to be a mythical theme and be based around wizardry so there might be assets like potions. We will be making a character and we will be making weapons. The room will be a round wizard tower with little windows.

We want to use substance painter to texture things we want to keep the whole thing low poly We are unsure if we want to have enemy spawning or just use training dummy’s and firing targets. We are using the game The Songs Of Seven as inspiration as it has a similar art style to what we want.

 

App Concept Idea

There is a platform which is balancing on a center point. This point does not move but the board which across it does. There are red and blue balls which fall. There is a red and blue side the aim of the game is to tilt the platform to allow the balls to match the side it needs to go into. There will be stages where the game changes colours. Basically the colours will switch sides. This will confuse the player. power-ups such as time slowing and +points or lives will spawn. As you progress though the game it will get harder with negative effects drops like -points or speed-ups.game gif turn.gif

I used the code this basically links to the transform movement and controls it via the left and right key, this is exactly what I needed. The balls one spawned in via the code instantiate thy will drop down using unity’s physics. I will add a rigidBody onto the spheres which drop as it has mass and gravity. I locked the rotations on the board other than the X so it only moves in the X. I then locked its position so it does not move either.

turn code.PNG

 

Concept Drawings

I have decided to try and make and archery game, so I drew up a list of some assets I may need to make and use though the game. The assets were quick sketches not really high detail but enough for you to be able to see what it is.

concepts.jpg

Obviously you will only really need the bow and arrow, but I felt it would look cool if there were other weapons on a table or being presented or perhaps scattered around the environment to secure the time period which would be medieval.

There is a viking helmet, Syth, sword, shield and battle axe.

grass in unity.PNG

For the game there will basically be a shooting range where the character will be shooting the arrows down a firing range and hitting a moving target. The targets will disappear after a period of time and re appear shortly after. I plan on adding a UI so you can keep track of score. The firing range will be a field so I have researched how to add grass to unity, the grass is a 2D texture which is just made in layer. i could have it slightly 3D If I were to use Maya’s grass. Too make the game a little bit more eye pleasing I will add terrain surrounding it so it looks like you are in a ditch to stop you seeing over a completely flat plane.

Enemy movement

For my assessment prep I have been working on the 2D Top down game, previously I have been stuck with the enemies that stare at my player though the walls. this was an issue as I was instantly dying as soon as I left the cover due to the rain of bullets upon me. I have been sifting though lines of code and I have found a way of making the enemy follow his waypoint path and only shoot on these axis. This is much better and looks cleaner as even though walls the enemy was always looking at my character.

enemy move waypoint gif.gif

I removed the ‘Trig2 Rotation’ script as this was what was controlling it and added these 3 lines of code which when broken down make the enemy focus/ aim towards his next way point. This is more eye pleasing and simple put its a lot better.

code new.PNG

GTA Through the ages

Not many people know this but the original GTA came out as a top down game. Grand Theft Auto is made up of six levels split between the three main cities. In each level, the player’s ultimate objective is to reach a target number of points, which is typically achieved by performing tasks for the city’s local crime syndicate. GTA 1 was released in 1997, the game was only available for 3 platforms; Playstation, Gameboy Colour and PC/ windows.

GTA 1.jpg

When GTA Vice city came out for the Xbox original. The Xbox original took the console market by storm many people had this as it was more affordable and the list of games released for it. Rockstar games were given a lot more ground to work with making it easier for them to make the game they had originally intended to make but was limited by hardware. The Xbox had a lot more power and was easier to play then the game-boy. The colour made it so you can aim and shoot using the toggle sticks. This feature when it originally came out was frowned upon due to many people finding it hard to get to grips with but however is now evolutionary.

GTA Vice.jpg

Now with a 3D world with guns, drugs, cars and a lot of money. GTA was the ideal gangster fantasy game. Still staying to some old traditions from the previous versions. You still get ‘Busted’ once caught from cops and still get ‘Wasted’ once deceased. GTA began to come to a huge success attracting many players from their fun cheats which were collected upon a raggedy piece of paper that the players had researched. From flying cars to spawning tanks the world was yours.

GTA china.jpg

Hardware can be very positive but can also be a letdown using other ways to influence your game play style was highly dictated by the controller and the input to the game. Many companies made huge success from this using platforms such as DS and PSP to branch off to hand held games. With all of this hardware available and different input methods you would assume game development companies will go to town with this opportunity. When GTA released GTA Chinatown it was one of the biggest fails it had done making a boring game which was not enjoyable to play and which ventured from its typical roots.

GTA.jpg

GTA V was one of the biggest games released it was a huge success and still sttracks hundreds of thousands of players setting new records for sales and players. They originally came out with the game for Xbox 360 and Playstation 3 This was a limitation as they wanted to implement better graphics but was held back by the systems capacity this lead to the releasing the game 1 year later for next gen consoles like the Xbox one and PS4, they then later released for the PC on steam. Still releasing game changing updates, fixing bugs controlling servers and adding new missions for players to complete shows the success of the game years after launch.

Mario 64

After the wave of Mario games for the Atari, the N64 or Nintendo 64 was the revolutionary console of its time. It was one of the first consoles which had buttons and a toggle-stick as its controller. This meant it was now possible to have a 3D walking game. Mario was a world renown game for its features, boss fights, quests challenges. Plus, loads of tubes. From attempting to rescue the princess to fighting Bowser. There was so much to do with this game. Many people found the controller uncomfortable to handle due to its 3 prong handles that altered they way you played each game, having different positions for the controller depending on the game you were playing.

n64 controller.jpgMario 64.jpg

Mario used the same style for all of its missions, implementing one new feature at a time allowing the player to go through a training phase before doing the real task. This means that if the player was doing a jumping task where he had to jump across platforms to reach the end, there will be a safety net beneath it catching Mario so he did not die.

111 mariocart.jpg

Mario 64 was one of the more popular Mario games, this may have been the release of it for the Nintendo Wii. This targeted the youth of a different generation getting them hooked lining the Mario franchise up for future releases such as Mario cart.

wee acces.jpg

The Nintendo Wii release definitely made haste for the Mario franchise lining up the players for more equally addicting Mario games. The Wii gave the game developers many different ways to play from the sensor bar to the gyroscope in the Wii remote, this lead to the use of this for the steering wheel for Mario Cart