Boat Switch/ Controlling

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.



Coding Progress

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.

Group Progress

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.

Job Roles.PNG

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.low poly blockout.PNG

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.

Burndown chart.PNG

Synop Proj Blockout

For part of our group synoptic project we have to do a blockout which is basically a plan of everything and where everything will be going this is to establish a sense of scale and be able to pickup on some potential errors that may be an issue in the later version. This is also a great time to focus on level design.

low poly blockout.PNG

I started off by making the low poly island in Maya using the triangulate tool to make it a cube into triangles, first off I made the cube and made it substantially bigger than the starting cube (*25) I then inserted edge loops and found a number I was happy with. I then proceeded to use the triangulate feature. This halves the quads into tris. Using the soft select feature on Maya I selected a certain vert and pulled it up making it land that is rising out of the ocean. I done the same process for the waves but I did not make the difference as high as the island and I went down in a wave formation

Blockout Giff.gif

This gif displays the basic movement I have currently got. However we aim to make it a lot bigger where you start off in a boat and you are able to leave it at the islands and walk. This is just some movement, I would like to improve on it by making the mouse steer it but this is just the beginning.

Movement! Pre Prod

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.

Low Poly Boat 8.jpg

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.

Movement 1.gif

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.

Low Poly Asset Selection 1.png

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!

Ship Logo

I saw a picture of a ship while looking for reference images. As soon as I saw a particular image all I saw was a logo idea I saw the words AT Sea spelled out in the shape of the ship. I then took the image and imported it into Photoshop and drew around it an highlighted the words that I saw!AT Sea Logo 1.png

It was strange using Photoshop to draw around something as I usually use illustrator where I can use the pen tool and trace around it. I found it you use shift while using the pencil tool, it draws a straight line. So Id draw a line make click not too far along and make it curved.

Traffic Light

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.

Traffic Light.png

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.

Traffic Light 1.png

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.

Traffic Light 2.png

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.

Traffic Light head.jpg

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.


Open Book

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. 172743808.jpg

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.

PhotoShop GIF

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.

Window Imagined World

For the imagined world I was the one in charge of making the room this meant that I designed the layout, I decided that I wanted to have 2 windows evenly spread from the door, the windows were to match the style/ genre of the building. I wanted there to be a cross in the window this was commonly found in old style windows. I wanted it to be round.


They way I implemented this into the room was I used the difference feature on Maya to remove a hole in the wall where I wanted the window. I made the windows out of a cylinder but had set the poly count to be really low this made it into a hexagon. I was quite happy with this. I then added the cross section into the middle of the window.

window textures.PNG

I then unwrapped the model and exported it into an OBJ file. I then opened it in Maya and set it as a stone texture. This looked good but It didn’t have the sort of feel I was looking for I then separated the ‘bricks’ by hand drawing lines using a darker texture. I found out that there is a feature on Subs that allows you to draw perfectly straight lines.

Window Render.png

If I was to go back and improve this model id ad bump maps and use normals to get a grove in between the bricks this is to give it some sort of separation. As for now I am happy with it.