Sunday 21 February 2016

Games Production - Spring Submission (M2/5)

For our second milestone in Games Production, the 'vertical slice' grey box had to have been constructed. As I had already modelled simple grey box elements for the first milestone, I set out detailing a major game component; the level's environment.




Before I started constructing the environment base, I tried to find tutorials on how to model and shape a natural landscape; our game being in a rural medieval country. However, I came across scarce content and without knowing it, began modelling inaccurately from a large plane.




After asking my lecturer around the issue, he suggested that I model the terrain in flow with the player's path and route to the end of the level. One way of doing this (saving time not starting from scratch again) was to use the Quad draw tool on top of the previous map using another feature that makes the surface 'live'.




Above is the result of going over my previous environment with the quad draw 'player's path' method. I was very pleased with the smooth results; although it took quite a fair amount of time adding in all the quads and edge loops. Overall the outcome was successful and I also had as a corollary effect, less of a polygon/tris count.




Here is the fixed final map in Maya. Beforehand, with older environments open and enclosed, there were issues surrounding the baking of navigation's around ray-casting (within the game engine Unity).




Nevertheless, I was happy to see that after the topology correction, the navigation mesh worked wonderfully and the player's character could walk up the elevations and across the bridges.




Above is a simple scene in Unity at Uni, testing the map. This basically involved running about the environment and trying the isometric perspective camera settings; while using scripts given to me by the game designers in our group.




The next step involved making DirectX11 Shaders in the Hypershade editor in Maya. To allow the Viewport 2.0 to function as it would look like in-game, I had to switch a few settings around in the Preferences, something of which I had not done in over a year! All that was left to do for the map, was to add attributes such as the TGA image files enabling the texture to be seen in the scene.




Here is a step by step of the progress of one of the trees in our game. I started off from an extended cylinder, adding edge loops and then extruding on the z axis. To give the trees more character, instead of just all perfectly edged branches, I moved some vertices slightly.




I had to create a wide range of trees for our game as the environment is in the country. Here are the nine models I made in a stylized medium topology design.




I scaled the trees as roughly as I could against the human height reference. I also made sure to alternate between different perspective views to give the unique characteristics of each tree.




There were many ways in which I could have created the leaves on the trees. As our game will have a stylized approach, I thought of several forms and shapes. After finding an image of a low poly geometry forest, I found a good example in the shape of a sphere.




Towards the elevated section at the end of the vertical slice, the trees scale up to convey the monumental and vast journey of the heroine/character. Above is the large oak tree I made to represent this.




As the season of our game is in autumn, I made sure to include some trees that have no leaves for authenticity.




Something that I learnt at the end of modelling the trees, was I had left the UV unwrapping to the last minute which was a major error in my work flow. This then led to hours and hours of sewing edges and unfolding after automatic unwrapping. This was a good lesson for the future to make sure I work alongside the sub-tasks while building that could crop up and cause trouble.




Above is a diagram of the trees I made together with the examples below them. Although this part of the modelling was very challenging I taught myself a lot from it for later constructing.

Thursday 18 February 2016

Games Art: 2D Pathway - Environment (M2/4)

For the second milestone in the 2D pathway, we had to create thumbnail sketches of primitive shapes and silhouettes.




Above and below are my thumbnail drawings, using just one tone to block out ideas and forms.




I created two thumbnail sheets. One for ships and the other for the environment setting. As my focus is on the future shipping industry, I wanted to convey both elements and explore alternate structures.




Above is my first sketchbook study in a series of four (using an array of mediums). I began to construct using 2B to 6B pencils, a level horizon with a ship above and a dockyard below; almost squeezing the sky to a strip in the center field of view.




In this second sketchbook study, I used both pencils and fineliner pens to bring the ships out in context. However, I feel the front view looks a little flat and if I was to go over this again, I would add more tone into the shading to bring more value and form overall.




I made this sketch using black biro pen and a ruler, copying from the mental ray render I did in Maya (second image down).




This is the last study I did on paper using a range of grey Letraset Pro Marker pens. I was fairly pleased with how the foreground turned out making the lighter grey values in the background fade out in distance and scale.




Here is one of the renders I did using mental ray in Maya. I blocked out some simple models of three different ships in two hours and then positioned them about; gathering ideas and compositions.




I quite liked setting up the ships hull antenna's and making different features on the normally smoothed surface.




The front of the anti-gravity ships (AGS) contain a modified bulbous bow fan. This allows air to vent the engines, enabling anti-gravity without over heating!




I also created a colour palette of nautical/shipping tones and OSHA colour combinations of hazard and caution warnings (often found around machinery). I will then use this to help me with my digital paintings and final piece later on.