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Showing posts from April, 2019
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24/04/2019 Unity Today's session saw the last assets being added to the scene.  This included the rocks being placed around the scene in varying sizes and Patryk Kuligowski's gargoyles being placed in the scene with its textures.    Fig 318 - Rocks. Patryk created two types of gargoyles for the scene.  One gargoyle is complete, whilst the second gargoyle has limbs missing to align with the games horror theme.   Fig 319- Gargoyle.   Fig 320- Gargoyle. Initially the gargoyles were placed on the paths leading towards the house.  However, it was decided to place the gargoyles on top of the gate posts leading into the house's inner compound.   Fig 321- Gargoyle.   Fig 322- Gargoyle. Chandler Pope-Lewis also created new terrain for the scene, improving upon the original terrain, as the new terrain had more detail that included twigs.  Fig 323 - Improved terrain. The final elements were to check that all models and assets were in their correct po
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21/04/2019 Additional Assets Today, further assets were created to populate the scene, as well as to add additions to the shed interior ceiling.  Roof panels were created from the duplicated shed roof.  These were textured to match the existing shed and imported into the Unity scene in order to cover up spaces found in the sheds.    Fig 306 -Shed roof interior. A rock and logs of wood were also added to the scene.  Development was aided by watching two YouTube videos on rock creation, which also helped with the wooden log development.  Rock editing,  https://www.youtube.com/watch?v=RYeQ-8GTFxs , (Spitzer, 2012), Stylised Rock,  https://www.youtube.com/watch?v=6Vf9XDw1jMY , (3dEx, 2018).  A basic shaped was created for both assets with vertices and edged being pulled to match reference images in figure 310 and 317. Fig 307 - Rock. Fig 308- Wooden log. Once a shape had been created for both of these assets.  All assets were exported into Substance Painter to be text
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18/04/2019 Terrain Today focused on creating the terrain for the exterior of the game. This involved applying the textures created earlier this week and applying to the terrain to simulate grass and mud roads and importing the selection of trees previously created in Maya and textured in Substance Painter. The textures for the grass and mud had previously been created by downloading the textures from Textures.com, (Textures.com, 2005).  They were then applied to the scene using Unity's paint brush, as seen in figure 285.   Fig 285 - Textures. Roads were created using the mud texture in the terrain, whilst also gently applying mud in a dry brush effect across the rest of the terrain, to mimic country roads and terrain.  Mud paths and roads were applied to the terrain at this early stage with a rough idea of where spawn points and other assets might be located through out the section, however, it should be noted this could change and the game develops due to time constrain
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16/04/2019 Unity With texturing now complete, work now focused on the exterior environment being in Unity.  The house had already been exported into Unity previously for the group programmer, Chandler Pope-Lewis to use as a basic block out for game functions and placements. Fig 251 - House. A new house exterior was placed into Unity, alongside the texture files created in Substance Painter.  The files were allocated accordingly to their corresponding models.  The result can be seen in figures 252 - 255.   Fig 252 -Textured House.   Fig 253 -Textured House.   Fig 254 -Textured House. Fig 255 -Textured House. The house's textures, alongside the darkness and mist already created in the game by Chandler Pope Lewis, aligns with what was set out originally in the Industry Pitch module, for the theme of the exterior section of the game level.  This can be seen in figures 256 - 259.   Fig 256 - Industry Pitch theme.   https://www.pinterest.co.uk/stewartmarr/indu