Wednesday 14 May 2014

Character

Character


Built the character with Box modelling technique



All the iterations of box modelling,

then as the face wasn't great topology when back and poly modelled it




Final poly head looks more like me with better topology




Referance picture


Character Uvs

Our First Game



Logos

Team Roles


(Roles have changed since then)

Week 1
Help out with Concept Art



medallions


Rock portal for end game


Tried painting a height map to understand how they work


my paint over at the begining of the starting area


apart from the terrain, experimented a lot with things like normal maps to get my head around some essential information we would need in the project.

Also setup the Trello board.

https://trello.com/b/znMNEJQD/cga-game-team



went through 13 weeks of iteratations with terrain

I did the terrain as Paul was using a small test area to create scripts and mechanics.
The terrain started of from Pauls plan, and kept working it until he was happy.

it was really difficult process trying to create this huge area and make it effciently and quickly, I learnt the best way was to use really simple geometry then turbo smooth it

after creating the terrain, we discovered it was going to be really difficult to texture, and unwrap. it also meant lost surrport of a host of features in unity, like trees, grass, LOD meshed terrain and more.

So after a lot solution generating we used a script to create the mesh i had made into a terrain in unity using raycasting. This made the new object terrain was very different and a lot larger.

In hindsight we would use a combination of both, however the unity terrain had the best benefits to us




Made a skybox

although we didn't go for this one, as Ed the art director thought it was to realistic and we asked Ash Cox to paint one, to be more fitting to the world.

it was a really difficult process, in photoshop getting the distortion right, then 3ds max rending the images of the skybox. Then in Unity learning the materials for skybox's. had to make a cube map then skybox render material



Making textures and stuff, to make sure they work and how to use them.

Again had like 4 week stage of just trying and learning, then failing and learning to do it better. then repeat.. Painted my own rock texture, had to distort in unity when unity terrain paint distorted it back. 
Ash did the grass texture, then had to learn about grass materials

making caves for the scene (unused in final), made mesh colliders for  terrain (unused due to wierd scaling of terrain system)

made a glowing plant (globo) to light up the scene nicley.

final stuff, placed all the assests in the scene, making sure colliders where correct, made the stands for the wooden platforms. 


finilasing all the water, balancing the water 4 unity shaders. Bug testing the landscape with Nik

and sorting out coding a objects and puzzles with Paul
 and the Trees (so difficult understanding the tree maker, but know a pro)








SU Project

Su project:

My Responsibilities:

Where the Decals for posters and the lights in SU


Trying to keep these Hi-Res and layout out the uvs most effciently went through a few iterations, the small fire alarm need to be quite large so you can read it when you go up to look at it

Also took a lot of time remaking the glass house sign, i fixed the pespective and the colours in photoshop and i used adobe illustrator to vectorise the text and get high quality reeadable writing


White hanging down light, very simple. Had a few iterations and had 3 variations to different lights, a small top light with no cables and cap and a large scale light with no cables and cap. The inside could of been refined to display like real life, just want to keep the poly count down


Large rectangle light, simple and low poly to build, extra geometry would of been useful to bevel the corners. The texture was hard to do to make the realism, as the texture size had to be low and the shape was so long which meant a long rectangular uv which did't fit on the square

i also made the realstic texture with photoshop shapes and blend layers


iterations of the rectangular light


My first light, I learn't alot about modelling. Using geometry effectively to not have redondunt topology



Final Lights, and grey table



Pool table light, this was the last light to build, went very well