Wednesday, 13 November 2013

The Wood 3D Level [Mike]

Taj has built a rough 3D level for the woods, however there was little adjustment that needs to be made.

Exporting each platforms separately and then made them into prefab files. By doing so, it will rescale the object to default and also will save us time when we import it into unity. 

1a)

Very basic of trees

1b)

I have deleted the previous blocks that were supposed to be trees, and instead i have remade them by creating cylinders to giving it more characteristic. Also deleting some edges because we still want it to look cartoony and not realistic.

2)

We don't want the camera to see the bottom platform floating, so I've pulled the edges down and rescaling it to give the platforms some thickness.


Tuesday, 12 November 2013

Forest Level (3D) Rough to Refinement

Forest Concept Art:



3D Model of Forest (Rough - By Taj):


The rough model was hard to make since it was created by using simple shapes with extrusion. the 3D model was been projected from the actual concept art to have a precise positioning of all the environment elements.

I assumed that if I make a rough level of the woods it would be easier to test the level however showing it to my group was declined since it would have been a longer process in completing woods. 

Another issue popped up concerning the next level after woods (which was carnival) my group member was tasked in creating the level however I thought it would be best if I took the carnival since I created all the assets for it and some are used for mix and matching. As the modeller of the carnival assets, I would create it a lot faster then passing on the knowledge to another member. this was agreed upon and now I have taken the carnival level and my group member has taken the woods level.

Farm Level Assets

Farm Assets for Level:

Reference Pictures:

Reference pictures of required farm assets we need for our farm level. these items are chosen cause of their strong relations to the farm environment which is a perfect additions to our level.


 






3D Models:

Wooden Cart
The wooden cart model has been created to focus on the visual design of the contraption so that in the game world it looks like the wooden cart with low poly structure so that the game can run smoothly when played. Although the model can be pushed further to a 'realistic' standard the game art style is stylised with basic shapes to make up the environment and the assets; the wooden cart fits well within this art style.

Milk Carton 
The milk carton model is a basic milk carton to be used as a repeatable model for our woods level. the basic form with a handle is much high that i's hope for but the level of details for the round smoothness comes to a low poly which is sufficient to run the game as a steady FPS

Rusty Wheel
The rusty wheel model has a high density mesh which is not necessarily needed for the art style that the group is going for, I may need to re work the poly count for the rim support so that it follows the blocky, stylised art style we are aiming for.

Fork & Spades
The particular set of models was a bit tricky to make since i had to craft various shapes to form other compound shapes i.e the cylinder to the rectangle of the spades's support. I had to play around the mesh edit options to find a best suited workflow to tackle the geometry. 

Wooden Barrel
The wooden barrel model was the simplest model to create since it was moulded from a cylinder shape. with the help of edge looks and extrusion I could create it very easily and quickly.

Estimated time for each model created is around 15-30 mins. Time management wise is was a good work flow speed since I can complete them so that I can move onto the carnival level which is expected to require more time cause of its required assets and the complexity of them.

All of these models have been optimised for the game engine so that the FPS of the game can be a constant level when playing. I have deleted the work history and un-see able faces of each model to help do this.

Industrial City Ruins Level Design (Adrian)

Here's the level plan for the industrial city ruins.
I only had a couple days to do plan, layout and design this level so I wasn't able to plan any major puzzles/ obstacles for it, however those can be added later as this design plan is open to changes.
 

here's the more concepted design of the level... as this is the longest level in the game, and is always in its dark version, the colours used in the concept art can be changed in the actual modelled level, and obviously its open to certain changes and extensions.
 



Finished Grey box map of farm [Emma]

Still needs a few tweaks, but I have put in:
  • barn and fence textured assets
  • Trees to give it a bit more life
  • Windmill in the background
  • Background box so to add a bit more 3d to it
  • hay piles that are moveable
  • Collisions/colliders for all objects individually
  • The greyboxed platforms into place.
  • Camera distance blur
  • Vignetting around the edges
  • Saturation boost
Coding wise I have put in:
  • Restart the level if you fall down.
  • Moving character
  • Pull and push (only one item at the moment, hope to put in more)
  • Camera follow
  • Ladder climb
The level can be adjusted and moved around and ready to put as an .exe file.

The rest of the group have been working on the woods and carnival level, creating the lay out plans and assets, and Adrian on his character model.

Updated Character Model (Adrian)

My original idea was to design the main character to look a bit older, however after a group discussion on the matter, we decided to keep it the same as it was in the concept art.
In this new model I've produced, the height has been shortened, body structure made thinner, head size increased, and ears moved back.
 




These images are close ups of the hair style the main Character will have.
 




Monday, 11 November 2013

Farm Grey box Unity Update [Emma]

The grey box for the farm has been repaired, with the islands now prefabs in unity, I can work on adjusting the level and making it longer and interesting. Not only that, but I can now easily add code to some of the moving platforms and hopefully get the moving by the end of tomorrow/ or the end of the week at the latest. 

The character controller still needs some touch ups and repairs, but it should be done by the end of the month at the latest (with the help of Alistair). The grey box is now mostly neogotiable so, should be available as a basic .exe by tomorrow/wednesday.

In the mean time, I shall concentrate on getting the farm level extended and finished, to set as a goal for the other levels when they are finally greyboxed.

Fence Textured run through [Emma]


Finished texturing the fence for the Farm level. Quick notes on how I painted the wood.

I redid the UV map, to make it more effective and less blank space/memory. I then grabbed a couple of quick brushes to use, a peeling paint texture, wood brush, a scratchy paint brush and the default round brush I use.

I firstly put used the default round brush to put a base colour on, using a pallette of colours I had extracted from a reference.



I then layered the wood brush, printing it down to get the basics, then used the scratchy brush and the peeling paint brush to add the effects to the wood panels, using multiply and overlay layers.

Take away the uv lines and it leaves with a basic painted UV texture.


The final results once placed onto the model:

 

Problem Solving [Mike]

Emma has imported the 3D level of farm/field into Unity, but the whole level was all in one file. If we wanted to edit each platform, it would be difficult as they are not separated and therefore they are not prefab. I have taken the file back into Maya saving it individually, so the files would be easy to access once we imported it back into unity.

 

Friday, 8 November 2013

Script change Skybox [Emma]

Hey guys, found some scripts that change the skybox, should be able to change skybox material on demand/when we switch"Realms"

It's in java at the moment but should be able to convert it.


var mat1:Material;

var mat2:Material;



function Start(){

RenderSettings.skybox=mat2;



Should help with level designing.

Barn Texturing process [Emma]

Textured the barn, created UV maps for it, and made the textures for it. This is currently without bump, which will be added later.

As said, I started off by making the UV map for each individual object in the "scene" as some parts of the barn will be Animated to move on trigger in unity.

Before working on the actual textures themselves, I made sure to label each of the sections, "Uvs" in the map, so if if the model had any faces unmapped, I could easily find the section it should be attached to and quickly map it in.



Thursday, 7 November 2013

Carnival Concept art level design [Emma]

a very quick level design for carnival it has interactable items, ferris wheels which you need to jump on, and hidden gems. Will edit and update with further details at a lated date.

The whole level is designed to give a nostalgic feel to the level, with common rides as well as some interactable items and movement, as well as lots of bright lights.


Here is the creepy version, tried to go for derelict and abandoned carnival, with hints of kind of cheese-y horror, will add some more obstacles to hinder the player so that they will have to find the gem.


Wednesday, 6 November 2013

Unity Test lab: Update 2 [Emma]

Unity Test lab Updated
 
The Unity test lab is where we test all the coding, textures, sounds etc for our game.

 
 
 
I have implemented what the group has asked for the game, to see if it works, we have a moveable character. and most of the assets we have created thus far.
 
Coding included:
 
- Character controller
- Push and pull
- Ladder climb
- Texture change
- Game object disappearing
 
Image Effects:
 
- Vingetting (dark edges around the screen)
- Depth of field blurring
- Toonshader Testing
- Tonemapping (darker the higher up the player/camera)
- Bloom effects
 
Images:
 
Ladder climbing:
 
 
Pull/Push/Carry Items

Depth of field, vingetting, bloom effects (Camera Effects)

Texture change (See previous picturbe block changed from bark to stained glass)



 

Barn/Field Greybox Level [Mike]

 
Overview of the barn/field level

 
First part of the level
1) Use hay pile to jump onto floating platform

 
1) Push haystack into gap to cross over
2) Push haystack toward big hay wall and climb over
 
 
1) Use hay stack to jump onto floating platform
2) Swing on vines

 
1) Climb ladder to get over the hay stack and tractor

 
Final part of the level
 

Carnival Concept Art [Mike]