Development Blog
Monday, 5 November 2012
Assignment Sum Up
To sum up this assignment i would have to say i really enjoyed creating everybit of it. the blogging was a tad annoying to keep up with but in the end after i finished an asset i would just update the blog to avoid confusing myself with what i had left to do. I really enjoy making levels with unity, i would have to say creating the particles and editing terrains is what i enjoyed the most because there can be a lot of variety with what you can make. The only problem that i encountered was modelling the sarcophagus, when i finished it in max and exported the FBX into unity only the coffin would show up and not the actual top piece, along with that the Army Tents were also texturless because of some unknown reason so thats why only 1 of the tent logs has been textured i spent around 20mins trying to work it out but could'nt find anything to fix it. With the whole desert setting i used a fog modifier and coloured it brown to give off the feel of exploration as your going into the unknown. To improve on the level i would have added a particle effect above the player to give off more of a sandstorm feel, i would have made another pyramid and a completly different catacomb sytle if i had the extra time. When filming my level i forgot that i still had a couple of assets to add in especially the tumbleweed. As for lighting in my level i didnt see the need to add it because most of the setting was outside and the only indoor bits were the pyramid exploration, which has the open door meaning that the sun will shine in and illuminate the room. For making trees i thought it would be suitable to include a couple of palm trees for an oasis i put this in the middle of the level as a nice scenery change.
Low Priority Assets Complete :D
As of now the assets for the low priority have been completed i had to cut out a few because they were driving me nuts trying to model, i had completed a cactus model but 3ds max crashed and i was left with nothing so i gave up on that and replaced it with the bush scrubs, my favourite objects would have to be the gemstones and when finished with particle effects the camp fire.
Low Priority Asset - Bush Scrub
The bush scrub was created by using the default terrain assets kit that was supplied to us by justin. these are dotted all around the map and give it life.
Low Priority Asset - TumbleWeed
For the tumbleweed i was going to make it an editable poly and then move around the vertices but then i remember being taught the noise modifier, so i went with that and created this tumbleweed. The tuxturing was done by the material editor and a tumbleweed picture from the net. these are found randomly rolling down the terrain in the level.
Low Priority Assets - Gemstones
The gemstones were created using 2 cones, one that was extended for the base of the gem and the other cone was made for the top part as you can see in the top picture. For the texturing i made use of gemstone texture and just used the material editor because they worked either way. these are located next to the sarcophagus and are just to make the room feel full.
Low Priority Asset - Camp Fire
The camp fire asset was created by using a cylinder and duplicating it, and then making a plane for the coals. The texturing was done using uvw unwrap, i used a log texture for the rounded part and then a cut log texture for the stump of the log. for the coals i just used a coal picture and moved it to better suit the design. In the game this is placed in the enemy camp and i will add a fire particle effect to give it a warming feel and to show that its actually a lit campfire
Subscribe to:
Posts (Atom)