Tuesday, 25 February 2014

Lighting Test

Reference Link: http://www.udellgames.com/posts/dreamlike-shaders/

The reference link showcases different renders that simulate a dream like affect which is something as a group wanted to achieve since it fits with our theme. We have implemented the different features that are mentioned in the website; the only remaining task is to customise the settings for our game.

The lighting features that we have in our game are the following:
  • Sun Shafts
  • Colour Correction
  • Bloom and Lens Flare
  • Depth of Field
  • Vignetting
Light Features that need to be added to the Unity file for the Dream-like effect:
  • Ambient Conclusion
  • Chromatic Aberration
  • Tone Mapping

I had a an issue with rendering the shadows in Unity. the problem was that it was not appearing if I ticked 'Shadows' however the problem was fixed when I and Emma found it in the 'Rendering Path'.

The Rendering Path has a few options on how the Shadows react to light. With a group meeting we decided to go with 'Real Time' which gives us the best light effect with Light mapping; with this we needed to select 'Deferred Lighting' in the Rendering Path which is the preferred option for Light mapping. 


The above screenshot is taken to indicate the "sunset" time location that we chosen for our first level, I tried to capture the shadows to show the time of day by making them stretch. I had to do a little research behind how shadows behave during the hours of the sun which helped with showing the sunset time within our game.

Reference for Shadow of Day: http://www.schoolsobservatory.org.uk/astro/esm/shadows

Reference Link for Lighting: http://docs.unity3d.com/Documentation/Manual/RenderingPaths.html                                                 http://docs.unity3d.com/Documentation/Manual/Lightmapping.html

Applying the Sunset Colour:
Changed the Skybox to a sunset colour. A orangey-red colour is a warm colour that represents the sunset.

 Added Ambient Obscurance and Re-implemented Depth of Field:
Here I have used the hard edge effect to give the game the stylised-cartoony effect that the group is focusing on, this also helps adjust lighting settings to see how the end product will look. The Ambient Obscurance helped bring out the depth of some models i.e rock to give it some depth to the poly is has which again helpes our art style.

 Re-Implemented the Bloom Effect:
The problem with bloom effect that it brighten the scene, doing so it made the sunset colour a lot brighter that it was previous, this is something i need to adjust later once we have progressed further into the project. We have allocated time to edit any areas of the game to raise it to a good standard.

 Added Tonemapping and Colour Correction:
The tonemapping and colour correction was helpful to adjust the overall scene colour however like the bloom I need to re-adjust it to make the sunset appear darker so that it indicates the transition from day to night.

Added Sun Shafts and Edited a few Settings:
The Sun shafts is a nice effects to give the scene the glimmer of the Sun. The Sun Shaft gives the game a "dreamy" effect; however it has made the sunset a lot brighter and needs re adjusting. The sun 

Sound Effects meeting:

Cutscenes:

Will add to while working on.

1. Opening:
  • Ambient noise (insects, nightime, rain)
  • Start car engine
  • Slow drive
  • music in the background
  • Mini Pause "Foxtales Presents"
  • drive sound effect comes back in
  • Car crash, Music pauses, ambient noises stop
  • Starts music again
  • Heart monitor
2. Farm/Woods:
  • Hissing car (cooling engine)
  • Previous ambient noise carries on.
  • Dust settling
  • Heartbeat very fast
3. Woods/Industrial:
  • Ambulance from a distance
  • Previous ambient noises
  • Fast heartbeat faster than previous
  • Radio talk?
  • Running footsteps/puddles
4. Finale:
  • Distorted voices/hospital
  • Heart monitor DEAD
  • Credit music fade in
Mike doing sounds/Unity building
Emma doing scripting/Unity building

Friday, 21 February 2014

Farm and Industrial UV Texture Re-Vamp

From discussion with a Tutor, I realised that some of my previous UVs where out of proportions for their pixel quality. This would cause a problem on how clear the textures will appear in game; I decided to work on the models that had a vast difference on their UV projection and tried to make sure that the whole model had equal UV quality. Below are my selected models that I have chosen to work on again.





Thursday, 20 February 2014

Cutscenes in the works (Mike & Emma)

We have been working on the cutscenes that will be placed between each level, the cutscenes will consist of sounds with some lighting, image effects and code. We have been working with the coding to make the sounds run in a sequential order, and overlaying the sounds to build up an atmosphere, and will eventually add code to make the lighting flash like sirens.
 
So far, we have done part of the first scene, as well as planning out the exact details of what will be featured in each scene. We have editted the scene to create an illusion of 3D text in Unity, however we have yet to make adjustments to make much more improved.  We will probably use some sort of 3d model text to get the lighting to how we want it, as well as giving it the correct shadows.
 
 
 
We had some difficulty wtih making the GUI text and lighting work out, which we shall continue working on until we have it adjusted to how we have it planned. We have notes on what the scenes should be planned out as, and it shall be posted at a later date with the update to the cutscenes.

Tuesday, 18 February 2014

Game Asset: Crystal

A model to be used as a occurring asset for our game.


3D model as if it is an actual finished version with the see through-like crystal.

UV mapped

UV  mapped display of the crystal. Only thing that is needed is to choose a colour for the crystal.

Friday, 14 February 2014

Industrial Asset UVed

NOTE: Some of these models have their own Texture maps however Blogger is not showing them to well so I have removed them.

























Thursday, 13 February 2014

Farm Assets UVed

NOTE: Some of these models have their own Texture maps however Blogger is not showing them to well so I have removed them.

















 

Wednesday, 12 February 2014

Bushes, Hedges and See-Saw [Mike]

Adding bushes/hedges to fill the background and the main scene to prevent the level from looking plain. I have made two different bushes and hedges for variation 
 







 
See-Saw obstcle will be appear in the wood level, using small boulders to shift the weight of the log allowing player to progress over the obstacle.