Magnets
Statement of Intent
For this group project, we will work on making downloadable content for the game 'Magnets' by Total Monkery. Our team will work on making an extra level set in a ruined Roman Colosseum. The player will start off in the seating area. Working their way down, fighting enemies, till they get to the main arena area in the center, where they will fight and avoid enemies. Eventually a boss (A giant box robot in the theme of a Gladiator) will come out behind a gate for the player to fight. The player character it self will wear a similar gladiator costume. The enemies will take on different themes, with some being, gladiators, and other being lions and other animals.
The art style will fit in with the 'Magnets' game, with the models being low poly, and metallic like textures.
This project will be made with 3ds max and blender, for the 3D modelling side, and Photoshop for the texturing and concept drawing side.
The art style will fit in with the 'Magnets' game, with the models being low poly, and metallic like textures.
This project will be made with 3ds max and blender, for the 3D modelling side, and Photoshop for the texturing and concept drawing side.
Journal
12/10/2015 Initial ideas:
In the end we decided to go with two ideas: The mine shaft and the Roman Colosseum. We also mixed the mine shaft and the western theme together, to go for a mine shaft in a canyon. The mine shaft would have many different deviating paths for the player to take, taking on different levels, it would also have an outside part where you are in a canyon. |
In the Roman Colosseum you would fight many different types of enemies in the center arena. You would also get to traverse the viewing areas and seats.
After we decided everything we set out to concept and test styles and themes, Sarah and James concepted different assets and styles, I tested out different 3D styles using Blender for the mine shaft theme. I decided to stick with the same theme of the game Magnets and test out low poly modeling, In most low poly models they use a lot of triangles over squares. So I tried to stick with using triangles. I also decided that the cave should have a cut off effect, where it looked like the top of the cave had been cut off, so you can see into the cave better.
After we decided everything we set out to concept and test styles and themes, Sarah and James concepted different assets and styles, I tested out different 3D styles using Blender for the mine shaft theme. I decided to stick with the same theme of the game Magnets and test out low poly modeling, In most low poly models they use a lot of triangles over squares. So I tried to stick with using triangles. I also decided that the cave should have a cut off effect, where it looked like the top of the cave had been cut off, so you can see into the cave better.
13/10/2015
I reworked the Mine-shaft concept to be larger and with mine tracks, and so that there would also be different elevations in floor heights. Even a ledge that the player could jump down. I also tested out colours for the level, sticking with browns, with the walls being a lighter brown so you can easily see them apart from the floor. |
18/10/2015
I made a 3D concept for the Colosseum arena, using concepts that the lead concept artist had provided. I experimented using different material colours, adding gradients to the ground colour so it wouldn't be plain orange, but a mix of reds, yellows and oranges. I even experimented with making the ground uneven. I added red flags to the walls to stick with the warm colour style that the lead artist was going for. |
9/11/2015
We presented our work so far to Frederic. Showing both of our ideas and our concepts. I believe that we presented professionally, explaining our ideas thoroughly. At the end of the presentation our group decided that we would go with the Colosseum idea, with elements of the mine shaft idea mixed in. The Colosseum will be old and ruined, with paths from the viewing areas leading down to the main arena were the player will fight enemies and the final boss. |
16/11/2015
We spent this week finalizing ideas, with the concept artists creating new concepts for the level. Discussing as a group what we think would work best.
We spent this week finalizing ideas, with the concept artists creating new concepts for the level. Discussing as a group what we think would work best.
21/11/2015
I created test assets for the Colosseum walls, including pillars and rubble. Practiced turning models I’ve created into ruined versions, to fit the theme. I also used a curved modifier on the outer wall to give it a curve similar to that of a Colosseum. The inner wall struts are the supports for were the seats would be, In future we could add the steps in for added platforms. |
22/11/2015
Created a simple layout of the Colosseum level using the Lead Artist's plan. I also created tests of the camera to see if any clipping would accrue. Reviewing it with the team members on what needed to be different, mainly whether the level was big enough, and where the playable path will be. |
18/12/2015
Started turning the simple model into more of a detail level, switching the placeholder struts for the more detailed ones I made earlier. Adding rubble to the blocked areas and generally making the level feel complete. Changing the arena area to make it larger and deeper, removing the small floor. Adding in details into the walls. |
18/01/2016
Started adding all the textures to the models creating normal and specular maps for the final renders. Adding in all the assets that the secondary 3D modeler and artist worked on. Spending the next week rendering out all the images needed for hand in. Unwrapping it and giving the UVs to the lead artist to texture. |
25/01/2016
With all the renders finished and all the files ready for hand in, we handed in all our work. |
Aquarium
Statement of Intent
For this group project we will be making a virtual reality experience in Unity using Google Cardboard. which uses turns a smart phone into a VR headset. Our experience will be set within the great barrier reef, where the viewer will be able to experience aquatic wild life as if they were there for themselves. The chosen art style of our project is a paper-craft theme, which will work well with low poly models and will consist mainly of triangles. The colours will be bright and will complement each other, giving off a calming underwater tone. The colours will mainly consist of blues, but the plant life will have tones of reds and greens.
The viewer will experience the Great Barrier sea on a set path moving around the setting, where they will see different types of plant life and animal life. There will be different types of animals, from clown fish, Hippo tangs, Turtles, sharks, and even humpback whales, all of which will have their own animations accurate to how they move in real life. As an added intractability, there will be a 'Where's Waldo' style game, where you have to find the Fantasy fish hidden among all the other wildlife.
The experience will be slow paced so the viewer can take their time in viewing everything around them. There will also be sounds to go with the experience, soothing underwater sound effects and even a soft medley to go with it, to make the experience feel more complete.
The tools that will be used to create this project will be: Unity, 3ds max, Blender, and Photoshop. Photoshop for the textures, 3ds max for the modeling, Blender for the modeling and animations, Unity for putting the whole scene together.
The viewer will experience the Great Barrier sea on a set path moving around the setting, where they will see different types of plant life and animal life. There will be different types of animals, from clown fish, Hippo tangs, Turtles, sharks, and even humpback whales, all of which will have their own animations accurate to how they move in real life. As an added intractability, there will be a 'Where's Waldo' style game, where you have to find the Fantasy fish hidden among all the other wildlife.
The experience will be slow paced so the viewer can take their time in viewing everything around them. There will also be sounds to go with the experience, soothing underwater sound effects and even a soft medley to go with it, to make the experience feel more complete.
The tools that will be used to create this project will be: Unity, 3ds max, Blender, and Photoshop. Photoshop for the textures, 3ds max for the modeling, Blender for the modeling and animations, Unity for putting the whole scene together.
Journal
17/01/2016
Our team was introduced to the brief, we organized and divided our singular roles and tasks:
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24/02/2016
As a group, we decided to go with a simple virtual reality experience on the bottom of either the Great Barrier Sea, the Red Sea, or the English Channel. The experience would not be intractable because there are no control inputs for the Google Cardboard as it's only on a smart phone. The experience would have the camera on a set path exploring around the area, with a sunken ship and fish swimming about around the viewer. As added interest we decided that in the environment will be a 'Where's Waldo' style game, where you had to find the special fish hidden somewhere. The art style that we decided to go on would be a paper craft one, which would fit well with low poly 3D models.
As a group, we decided to go with a simple virtual reality experience on the bottom of either the Great Barrier Sea, the Red Sea, or the English Channel. The experience would not be intractable because there are no control inputs for the Google Cardboard as it's only on a smart phone. The experience would have the camera on a set path exploring around the area, with a sunken ship and fish swimming about around the viewer. As added interest we decided that in the environment will be a 'Where's Waldo' style game, where you had to find the special fish hidden somewhere. The art style that we decided to go on would be a paper craft one, which would fit well with low poly 3D models.
09/03/2016
This week I experimented with getting Unity files to work with Google Cardboard, to get it to work you have to build the Unity game you've created as either Ios or Android apk files (In my case Android), and open it up on your smart phone device. I experimented with the Unity file provided by the 3D Environment Artist, who worked on setting up an underwater level in Unity. |
I also threw some old assets I created in the past into a Unity level and exported it for the Cardboard. The assets I added were two high poly skyscrapers, this proved that the apk files can run smoothly even though the scene has a lot of polygons to deal with.
16/03/2016
I created the path script, working from a tutorial from YouTube. Which would allow an opbject to follow a path and rotate to the direction that the object is moving in, looping once it got to the end of the path. (https://www.youtube.com/watch?v=1aBjTa3xQzE) I also worked on getting animations into Unity, that once pared with the path script, will give the illusion that a fish is swimming in water. |
I also created the ship, basing it off of a galleon, splitting it into two pieces and giving it deformities. Then unwrapping it and giving it to one of the artists to texture. I also created a humpback whale, rigged and animated it. Setting up correct sizes for the fish that have been created by the other 3D artists.
06/04/2016
I added the layout into the underwater Unity scene and also adding in the animated fish with their paths. (As the paths use a point to point system, it is a lot easier to create the paths in blender and export them into Unity, As I can create higher detailed paths in Blender rather than in Unity.) I also adding in the rocks and coral that the Environment artist had created, into the scene. |
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I tested out animating the Anemone, and placing it into the scene, testing to see if it was noticeable in the google cardboard. Finding out that it wasn't, I decided that I would remove the animations to save the scene computing power to the main focus, the animals.
13/04/2016
Once I added the camera to the path and set it to move, I realised that it would be disoriented for the viewer though the Cardboard. But if the camera were moving slowly, it would take a long time to get around the layout. Also the layout would probably be too large once filled with coral and fish for a phone to handle (It would also be a lot of repetition). So as a group we decided that the path should be shortened to just consist of the ship and a small coral area. So I created a new smaller path that worked well with the camera's speed. |
20/04/2016
Adding all the textures provided from the artists onto the models within Unity, using multiple textures on the same models to give the effect of multiple verities. Some of the textures one of the artists provided were too realistic and when viewed through the Google Cardboard appeared too pixelated. So they will need to be remade with a simpler texture to hide the pixelation. |
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27/04/2016
I continued adding assets into Unity to create the scene, changing around the lighting system to suite it to the Great Barrier reef setting. I also added in the new textures that the Concept artist worked on, having corrected them. They now fit into the theme and wont appear pixely when in the Google Cardboard. I also unwrapped the layout model for the Concept artist to texture as well, making sure that the unwrap contained area visible by the viewer. All that would be left for me to do at this point is to finish rigging and animating the |
Angel fish and the Humphead Wrasse, and put all the assets together in Unity. Having put all the assets into Unity and creating the scenery around the camera path and testing it out in Google Cardboard again, We've decided again to make the path shorter, because the mass amounts of scenery needed to fill the path in was too much for a smart phone and gave it some performance issues. I'll keep the path to a small circle, with the ship in the background, this time focusing more on large schools of fish. Rather than moving around and seeing the scenery.
11/05/2016
Having now finished the unity file and all the assets and textures in place, all that was left was for me to try and lower the poly count and make the project run as fast and as smooth as possible. I also have to wait until the music/sounds have been finished by the composer, and add them to the final project.
Having now finished the unity file and all the assets and textures in place, all that was left was for me to try and lower the poly count and make the project run as fast and as smooth as possible. I also have to wait until the music/sounds have been finished by the composer, and add them to the final project.
18/05/2016
The final music/sound track has been sent and added to the final file, meaning now that the whole project is now complete.
The final music/sound track has been sent and added to the final file, meaning now that the whole project is now complete.