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.
Progress is looking good, we are still completing pre productions as it was not sufficient enough. James has been working on doing spreadsheets and graphs to track the data to see if we are on track he has also monitored and assigned people their jobs. This is all on a spread sheet.
Dillon he has been doing sound research finding sounds that suit the scene he has been saving/ downloading a selection of sounds ranging from 1 off sounds to ambient music. Some of the sounds will be activated by basic triggers that I will be setting up in unity however other sounds like rain, wind and walking I will have to code some sort of cycle to.
Jordan has been doing some more concept art, he had been doing the 2D Blockout for me to use as reference to make the 3D one which I have since made in Unity. Brandon has been working on some low poly concepts for the ship. We are also working out the scale and what we want to aim for from the blockout.
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!
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 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.
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.
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.
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.
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.
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.