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
Low Priority Asset - Sarcophagus
The first of the low assets i created was the sarcophagus which lays in the centre of the pyramid tomb. This asset was a bit tricky for me to make hence why it looks a bit wierd but i think i did a good job. Again i started with a box and then did extrusions and bevels. For the figure on the sarcophagus i cut around the high part and then extruded those parts to shape the figure. For the texturing i used a uvw unwrap and included a stone/egyptian hieroglyhpics wall art and tutankhamans headstone.
Medium Priority Assets Complete :D
I never thought i could bust out so much work in one day :). Today i
finished texturing and modelling 3/4 of my medium level assets and many
of my low assets, i really enjoyed texturing these because i knew
exactly what i wanted and where i wanted the texture to be placed, and i
have become more competant at using the uvw unwrap tool. My favourite
asset from this collection would have to be either the taliban symbol or the computer.
Medium Priority Asset - Mission Report Laptop
Again another model that i really enjoyed to texture was the mission report laptop that is placed just outside the hospital, with this machine you can access files to get your new mission from base. i modelled this using a box then cutting along the folding bit of a laptop and then rotated a bit then extruded the rest of the box to make the upper screen of the laptop. For the texturing process i tried to do a normal material edit but i had to finish it up by using the uvw unwrap and adjusting the vertexs to fit the laptop.
Medium Priority Assets - Palm Trees
The next asset was not created by me it was created using the unity tree creator. i choose to use a palm tree because i have a small oasis in the middle of my level and i wanted to give it a tropical feel to it so i went with a palm tree because they seem to symbolize tropical settings.
Medium Priority Asset - Wall Box
Above is my wall puzzle box that you must solve to unlock the ancient weapon, this is placed just above the sarcophagus. i used a small box and just uvw unwrapped the puzzle texture over the top and i think it suits the whole egypt feel very nice.
Medium Priority Asset - Taliban Symbol
The next asset is definetly one of the ones i enjoyed to model. The reason is because it involved alot of positioning of the vertexs, and the texturing for the guns and the skull symbol. To create the guns i did what i did with the lara croft gun and started with a box while extruding and insetting points to extend on. when it came to texturing i found a ak47 picture and uvw unwrapped it to perfectly fit the gun. the next step was creating the base on where the symbol should sit, i did this by creating a cone but not extending it to make its point, i then applied the skull texture to it using uvw unwrap. This symbol is on the front of the hospital building and planted along the ground, on pillars, and in the pyramids.
Medium Priority Asset - Army Tent
The next asset i created was the army tent. i used planes and cylinders to give it the shape. It was a suprisngly simple model to create and i am happy with the result. the only problem i had with it for some reason was the texturing, as you can see the poles that support the tent are made from a wooden texture and the actual tent material is a cream cloth material. i am really dissapointed that the full uvw unwrap didnt work for this model because it would look great in the game.
Medium Priority Asset - Wall/Pit Trap
The first of the medium assets that i created and textured is the wall and pit traps that are located in the pyramids. These were made using a box and then extruding it and using the cut tool to do the other 3 sides. The spikes were created by using the cone tool and i just duplicated them into the rows. for the Texturing i used a stainless steel metal covering for the spikes and the pyramid wall texture for the case of the trap.
High Priority Assets Complete :D
After many days of working on the high priority assets i finally completed all of them. To sum it up i really enjoyed modelling and texturing all of my assets and i am very proud of my work. During the texturing phase i had a couple of problems, one of my main ones was the editable poly still being turned on and that didn't allow me to select any faces to texture. By creating these assets i wanted to give the feel of adventure and the setting being egyptian so i tried to include a lot of egyptian art including hieroglyphs and a sarcophagus. I learnt alot by modelling i started to use less of the cut tool and relied more on the inset and bevel tools to create more shapes. While doing extrusions on cylinder it didnt work my way because it would start on rounded and when extruded it would turn off the smooth option and you could see the actual polygons
High Priority Asset - Crumbled Pillar
The last high asset i created was the crumbled pillars. These are dotted near the temple entrance and in random areas in the map showing that there was once a civilisation in the desert. I used 2 boxes and converted it into editable polys, i was going to choose the modifier noise but i decided just to go with the vertex option. i moved the outer ones and top ones to give it the bumpiness as the pillar had broken in half or something.
High Priority Asset - Pillar
Above is the entrance pillar leading towards the pyramid, there are 6 of them placed in 3x2 area. to create the base i used a box and added to it with extrusions and bevels. for the texturing i made my own one in photoshop by looking up hieroglyphic art and just drew them on a brown texture to give off the rock/stone pillar feel.
Sunday, 4 November 2012
High Priority Asset - Ancient Weapon
The next assets i chose to model was the Ancient Weapon known as the grayyarg. for this is used a box and did extrusions and inset/bevels. for the texturing i used uvw unwrap and a ak47 skin and wrapped it around the back/handle/ammo clip. the reason its only the front half has the bend is because it sits in a wall and when it comes out the bend extends out. the bend is where the rifle channels its power from.
High Priority Asset - Sun Dial
The sun dial base was created by using boxes and then editing it with inset and the bevel tool, for the centre piece i used a cylinder and for the dial base i used a cone and attached to the base.for the texturing i choose concrete for the base and cylinder parts, a sandstone texture for the top part and i found the actual sundial icon on google and uvw unwrapped and scaled it to fit the top part. for the actual dial i used an obsidian texture to make it look like rock or ancient rock. This is placed in the centre of the first grand pyramid.
Saturday, 3 November 2012
High Priority Asset - Characters Gun
This is the main character weapon of choice a pistol, this was created in semester 1 of the course and i thought it would be a great addition to my game to show how far my work has come along. the gun was created by using extrusion, bevels, and many insets. The texturing was done by using the uvw unwrap and the gun skin was supplied to me by justin.
High Priority Asset - Hospital
The hospital building that i created was made from 1 box and 4 other boxes that were scaled and rotated to make the entrance inside the brick structure. for the texturing again i used a uvw unwrap as for trying to find the right textures to fit it was really hard and had to go with a brick base and the building window texture just above. the render of the fully textured building for some reason didnt show the final product which is why i showed what texture i actually used above.
High Priority Asset - Great Pyramid 1
Above are the pictures of the first great pyramids. i created these using the basic pyramid tool and then using the cut tool in the editable poly options to create the entrance into the catacombs. To create the texturing i used the uvw unwrap tool and used a pyramid texture from the internet.
HIgh Priority Asset - Mysterious Note
The mysterious note is one of the first items you encounter on the jouney. i created this asset by using a plane and turning it into an editable poly then adjusting the vertices in the edit vertice mode. when it came to texturing i used the uvw unwrap to adjust where the writing was going to be placed. above are note untextured, and the note fully textured.
Thursday, 1 November 2012
Terrain Choices
While deciding the setting for my game level i ended up choosing a desert themed setting which would be set around the Egyptian and Middle Eastern area. The area is mostly flat and windswept, this is coupled with various sand dunes and lower than usual ground. Out the front of the hospital will have small dunes but mostly flat, as you move along to the pyramids you start to see more of then dunes and lower ground start to appear. around the enemy encampment the terrain starts to get more rugged as a lot of vehicles and heavy machinery have moved through to find the Ancient Weapon. Where the pyramids sit in the desert i have lowered the ground for that to perfectly fit the pyramids tomb which is attached to the pyramid, i choose to do it this way because your character can search the front of the door and enter it directly without and editing to the terrain to much. I chose to stick with these because this is best suited to a middle eastern themed game where the terrain is nearly the same as what the deserts and savanhas are like. Below is a complete view of the terrain for my game level, including the dunes and low ground, i have also added in a fog setting and set it to a light brown fog to show that your in the desert. I choose a dusk skybox to give the desert more of a deep feel.
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