Monday 7 December 2015

Mech

We were given a silhouette of a Mech and a reference picture, we had to then, using swatches, replicate the lighting on the silhouette, we then had to decrease its size and increase its brightness to make it look further away, we had to do this 3 times, this is the result.

3D Art Production

This is my battle arena so far, like the game-play and interactivity project I also found modeling difficult but even so, I think it turned out quite well and defiantly came together with the addiction of texturing of which I did with the ShaderFX hence why its all shiny from certain angles.

My favorite part has to be trees, (because they look the best) my teacher helped me a lot with the making of the leaves and branches because I found it hard to grasp he also helped me neaten up the overhanging rock because the polys were all over the place.

I actually really like the view from here, it looks like a nice place to fight with the ability to skip from fighting on the grass to fighting on the rocky area.
The skulls and the candles (2 of the 5 props in the arena, the other 3 being, coins and signboard and the trees)

The weird peanut thingy is the size comparison of a human
Some parts look a little funky but over all I think it turned out quite nice especially considering how stressed I got over it, all thats needed now is to move it into unity and fix the lighting.

This is what my battle arena looks like in Unity (I changed the lighting to make it look fancier)
you may notice some textures missing and that is because Unity doesn't like keeping the two textures I mapped, together. (I wasn't told this until afterwards) and after trying multiple times and getting stressed like hell I decided to just show what I could do and as my peers have said, it isn't that bad and one even thinks it looks great without the textures that are missing.
One of my attempts at fixing it (allfailed)

Speed Painting

We had to recreate an image on a printout we were given, and this is my final image, I found it quite easy as I have always found judging proportions fairly easy hence why I'm good at life drawing.
I found the colouring side of easy too because I normally mess about with colours when drawing so I found it easy to pick the right colours.

The image is scruffy in places but I think considering I'm not used to Photoshop I think I did well.

Friday 4 December 2015

Gameplay and Interactivity work.

For gameplay and interactivity we had to create a level with two minutes of game play three triggered events and music and sound effects.

I have found this projects extremely difficult from the get go, I found it hard to think of a level design and story but after fiddling around with cubes on unity and trying to create a building I came up with this strange looking building, I would say it looks like an ancient structure, maybe aztec maybe even a building from a fantasy world, but I did end up liking the design. After figuring out the "theme" of the level it made it a whole lot easier to create a key and pick a background song.

I find coding quite hard so that side of the project was a bit of a torture session for me especially because no matter how hard I tried I couldn't get the doors to work, my peers couldn't figure out how to fix it and even my teacher couldn't, so we just used my teachers doors that he used in an example.

All coding in my project was all done with the assistance of my peers as I'm kinda hopeless with it, but I'm grateful that they helped me despite being busy themselves.

Since my coding wasn't very good I decided to concentrate on the atmosphere of the level, (hopefully people with be put in such a trance that they loose track of time and think my level is longer than it actually is).

I first started to concentrate on the lighting, but moving the overall lighting to look as if the sun was low and therefor the level had a drastic difference in lighting overall, I then added small lights to make it easier to see the path, they have no physical appearance because I wanted the lights to look like they were made with magic.

I then went onto the sound but searching on the assets store for a mystical (and free) soundtrack, and the one I found was the Warped Fantasy Music pack by Andrew Isaias and I used the track Exploring magic 2 as I thought it fit well with the level design and its timing fit pretty well with the walking speed.


The key is hidden under the path and if you knew it was there it would make the level extremely short as one you get through the doors its a long walk down a corridor and then it ends (boring I know) but with the music I kind of think its nice and mystical feeling but that could be because I'm simple minded.
The Key itself is a strange blocky shape that is shaped in that way as to confuse travelers, they wont know which way to put it in as you'd have to line it up with the key hole. The idea of they key is based off the boss room keys in LoZ Skyward Sword and I always found it fun to twist the key about to figure out how it goes in.

My level is very simple, its just walk to a door, be told to pick a key up, then find it and voila the door opens, very basic but considering its my first go and I found this project stressful, Im proud with how much I achieved.