I have since gotten my AK to a stage of near completion. This has been a long process. I wanted to try and keep the separate components to a minimum and still have it so it would be easier to texture the model. I had finished modeling the base components to the model and it looked alright After I made a few minor tweaks it was close to the original.
I had then decided that I wanted to texture the model properly, by this I mean that I don’t want to use Keyshot I wanted to actually unwrap the model. I had selected each component and used the automatic unwrap feature. This unwrapped the component but it was not perfect with a few faces out of place and not particularly in the best place so I had cut moved and sewn some faces in different locations as I felt it would be more efficient this way.
I had done a basic texture on the butt of the gun this was to learn the ropes so I can refresh my memory on how to texture. It did not look the best but I am planning on upgrading the texture making them match and look neater.
I have decided to try and model an Ak-47 For both my High poly asset for Matt and my portfolio. This is because I feel it is a generic asset which could be used as a base gun in any shooter game I might make in the future. I have been modelling this though the process of keeping the separate components of the gun as separate shapes. this is my favorite way of doing it as it has more of a factory manufacturing process to it.
I had started off by making the wooden parts of the gun these are the; butt, handle and barrel. I then moved onto the magazine this was as it was more efficient to do these components then make the main body of the gun fit these parts instead of the other way round.
I will import this into Keyshot once completed and then add some textures to it. I will use the knowledge I picked up from my previous encounters with the rendering software to make this render better than my previous ones. I will adjust the reflections to a realistic amount as previously it had been too reflective and caused problems when rendering. I did not even know that this was a mistake at the time as I did not know there were so many different levels I could adjust.
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.
for my assessment as you know we needed to make a top down game, I have produced a series of blogs explaining the process of this and what I done to achieve the goals set. I have since completed the assessment and I was allowed to transfer a copy of the game back and here it is.
The requirements were 3 Moving guards, the guards were required to stop their path aim and shoot at the player.
Bullets that kill
Enemy line of sight
Additional marks were a timer and well presented code which is easy to read.
As you can see the enemies stop aim and shoot, this was one of the hardest tasks to achieve in my opinion. this feature only seemed to work on circle colliders. As a little extra I added a goal, using the build settings and a new scene I had made. I added some simple assets into the scene showing it had progressed onto a different stage.
For Tony we need to construct a turn around sheet for our character, this is to contain multiple angles of the same character. This is to get an understanding on the different views. I have decided to draw some concepts of a night. Wrongfully in pen but it was the only thing handy at the time. these are quick sketches which allow you to get a feel for the character. Short and stubby. Big build. There is supposed to be an enigma generated via his face being unknown.
I had drew the character at a number of different angles, front on, side on and broken up into separate components the character is also in different positions which I feel was good as it helped me work out how he would look like in different positioned. This may be useful when it comes to animating the character. I had previously done some concepts of medieval weapons which I feel corresponds with this character nicely.
For Matt we were requested to make a walking cycle. I was very ambitious about this as I enjoy animating. I immediately started the day after we were given the task, I spent around 4+ hours trying to animate looking for rigs I was stuck it was not happening. Frustrated I took a long break and was given a different character set from Gary, another teacher.
When I got this the due date was on the horizon, now with a working character I went home and worked on making the walking cycle and I under estimated the complexity of it. I had ambitions of making the character do some cool things like jumping but by now even the simple walk seemed to be a challenge so I took to the internet for some help. I found the pose to pose drawings of the walking cycle identifying the key positions and the main movement. This helped a lot but I was still struggling with the timings and speed of the walk.
I then opened the graph editor and realized all of my key frames were all over there was no real consistency to the walk cycle. Put politely it was awful. I then slowly went through all the different components of the player the arms, legs and torso movement were the ones I had focused on. I went though and removed the unnecessary key frames which were causing problems making the curves more fluent on the graph editor. I then opened up both the left and the right arm at the same time because I realized these would be opposite to each other as one arm will be doing the opposite to the other so I aligned these and made it so they were opposite, I made the arm movement the same length and I done the same for the legs.
The torso was all over the place he was so jagged, his torso moved up and down and he looked like he was trying to do a hula hoop. His hips went in a bitty circle motion. This was really bad before my tweaks he was walking like Tinman and now he is at a stage where I am happy with he movement as I refined the curves on the graph editor and got the movement more consistent.
The point of the task was to make a walk cycle, meaning it will cycle though the walking animations fluently. This was a focus of mine as I wanted to get it as wanted to get this as accurate as possible. So when displaying my animation it would not last 1 second as I was working with 25 frames, and this is around 1 second. The graph editor helped with this as well as I could line up the last frame to the first frame if I set the settings to loop I could see the start in a grey box.
After I had finished with the animation I had rendered him out using the batch render on Maya. I then imported the images into adobe premier as an image sequence as if I do it this way premier does all of the work for me and turns it into an animation for me instead of still images. I then added a solid that was a contrasting colour to the character to make him more clear and stand out more. It also meant my final video was a lot less grey as well. I then compressed the video using handbreak greatly reducing the file size as 16 mb was a large file size for a 5 second long clip.
I have been focusing on coding so I have thought of a way to mix code and modelling I plan to use my models I make in unity as a side project I want to make a character shoot arrows in Unity. Currently I have code that shoots a ball into a certain direction. This ball can be replaced with any item so I plan on making it an arrow. This arrow I will model in Maya, I have also modeled a bow to shoot the arrow. I am undecided if I will add the animation to the bow of pulling back the string etc… But my friend has a flashlight that is in his face in unity and is in a position where it looks like its in his hand.
When making the bow all I did was start off with a cube, I then extruded the top and bottom faces and pulled these out. I made these smaller to make it look like a grip on the bow. I then extruded the faces again and pulled them out to a length I was happy with. I then used the Soft Select feature to bend the bow but firstly I added 5 edge loops into each arm of the bow so It would be able to bend properly making it look like a curve after i had pulled the wings out.
Coding is one of my favored classes in NextGen I enjoy making things work and trying to make it more efficient and simplify it. I have been working on a 2D game where you can shoot enemies as this is part of my assessment which is very near. I decided it would be interesting to find out differences between shooting an object in 2D and 3D. I loaded up unity and made a camera and a base platform.
Currently the camera does not move but it is still my player. I then made a prefabs folder and a scripts folder. I then made the sphere in my scene and added a rigidbody on it then I put it into my prefabs folder so it would retain the properties I put on it.
Currently the ball spawns upwards and balances on top of each other I am working on fixing this. The code spawns the balls with a velocity.
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.
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.
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.
For Gary’s project we needed to shoot some original footage and add special effects to it. For my project i want to be standing on a perch and looking up at a space ship flying by, depending on how much time I have left I will make it so you are looking through a portal I may also add some post apocalyptic props to it. I have been doing some research on how to make matte paintings look more realistic by defining your light source and using solids to add light to the objects in your scene and adding shading to them too.
When it came to shooting my footage I booked a camera and a tripod from the camera department. I then went to the car park and set up the tripod so it would make the camera level to get a better quality footage. I then connected the camera and positioned it abiding to the rule of thirds. The rule of thirds is applied by aligning a subject with the guide lines and their intersection points, placing the horizon on the top or bottom line, or allowing linear features in the image to flow from section to section. I had positioned me (The actor) in the bottom left of the grid where the bottom left red cross is. This meant I was not in the center but was still the focus of the footage.