Monday, 26 January 2015

Second Term Mudbox Dinosaur

For our friday session today we worked on a new program similar to the 3d modeling software Maya. In the session we were asked to practice with different sculpting tools in a program called Mudbox, which is also made by the same people who made Maya.

My final results were as shown below. I didn't enjoy mudbox as much as I would have hoped because I want to do more things with hard surfaces more than organic shapes, although i found it to be interesting and useful when making detailed models. 


~Ryan :)

Friday, 12 December 2014

Three Leagues Under - Game Introduction

This post is about a project we started at some point in the first few weeks of starting university, I found out about this just after learning about the basics In unity. Our task was to design the beginning introduction of a game and come up with a concept for the game. We then had to make the idea out in unity using a grey box technique for assessment.

For this assesment we had to produce;

  • A One-Sheet
  • A Story Board
  • At least 2 Minutes of Gameplay
  • Some different C# Scripted events
In the games industry one sheets are used to give developers and art teams direction when referring to the game, they can contain anything from art style to level flow. This can help all the team work together towards a unified goal. If this didn't exist some artists could take a different approach on making a model and different assets could end up looking somewhat different to how they are supposed to. My one sheet is shown here, in it I included topics such as Genre and style as well as rough level mechanics for a full game.


After completion of my one sheet I moved onto creating a story board for the Introduction. This would help pace my game and complete all the things I needed to make in the game! It also worked like a checklist helping me find out what I still needed to do and how to link it in with other scripted events.



After doing the above I moved onto making a grey box idea for my level. I decided during it I wanted to make some more detailed models as I wanted to give the feel that the player was in a submarine and not on a space station or other enclosed environment. After making some appropriate models I moved onto laying them out in unity to fit the design I wanted. 





Laying it out like I did helps give the illusion that the player is in an enclosed environment, the props and meshes in the game reinforce that illusion to make the player think that the environment is a submarine. I then further reinforced this by adding typical sounds you may hear on a submarine, as well as making sure they played at appropriate times using c# scripting.


In the end I feel that I met the criteria of the assessment and produced a introduction of sufficient length that included enough C# Scripted events to give the introduction some objective to it. The level clearly shows what it is meant to be and getting from one scripted event to the next feels clear and transitions smoothly.

Overall I am really pleased with the outcome for the game, I found the scripting the most hard at first but after practicing and looking at other peoples issues on the internet as well as other classmates I was able to figure out most of my problems and began to found it a bit easier than I did before. I enjoyed modelling the most and liked making the game look like how it was supposed to. If I was to change anything else I would have liked to add some more game mechanics, however because of the time frame I was unable to.

~ Ryan :)




Thursday, 11 December 2014

Elf and Dwarf Height

In session we were tasked to draw an elf and a dwarf at warped head heights. This was in order to help us figure out the anatomy of certain mythical beings. In doing this it makes us think more about what height creatures should be at compared to the average human height (7.5 heads).


Overall I am pleased with the drawing. I think that the elf turned out the best as she seems much more detailed than the dwarf. I managed to get the perspectives right whilst keeping the general proportions correct and realistic.

~ Ryan :)

Friday, 5 December 2014

Temple Model


For a challenge we were asked to model a temple from a reference picture. I started off by modeling the pillar and performing a UV Unwrap in order to get the texture on correctly. In my second image this shows me putting the texture on the model and the third shows me duplicating the model to create the pillars, I used a similar method to complete the rest of the temple and did UV Unwraps along with editing the UV's in photoshop.





Overall I found modeling the temple difficult. Getting the front roof right was the hardest part as it featured a lot of complex shapes, thus making the textures hard to map.

~ Ryan :)


Wednesday, 3 December 2014

Skeleton Bones and Joints!

This week we have been working on bones and joints, for the exercise we drew 3 different angles of the human skeleton, after drawing the skeleton we copied the drawing twice in order to label joins and bones. After drawing the skeletons I then moved onto doing some studies of the human bones.





Overall I enjoyed looking into the human structure. I feel that it has helped me identify what joints should go where on the human body and has aided me in perspective.

~ Ryan :)

Thursday, 27 November 2014

Fish Rigging and Animation

During this week we were tasked to rig a fish and make it swim. To do this we used Autodesk Maya and followed the Lynda tutorial we were given. The fish was provided and all we had to do was put the skeleton a mix of joints and bones underneath in order to rig it.


Overall I found the rigging difficult. If I was to do it again I would try to make the fish more dynamic to make it more realistic. 

~ Ryan :)

Friday, 21 November 2014

Insectiod

For the past few days I have been working on creating a insectiod creature design that could be used to help a 3D modeler create a model for a game. I first started with research and a mood board to help give me some ideas for my creature.



I them moved onto creating some silhouettes much like the ones I have previously posted in order to get a feel for what I could draw. I picked the best looking one and started to work off of that by drawing some loose poses in my sketch book in pencil. 

This is my final silhouette. After completing this I then moved onto adding detail and colour to produce my final creature, which is based off of a stag beetle's colour and a worker ant!


Ryan~ :)