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/industry-pitch-1/.
 Fig 257 - Industry Pitch theme.  https://www.pinterest.co.uk/stewartmarr/industry-pitch-1/.
 Fig 258 - Industry Pitch theme.  https://www.pinterest.co.uk/stewartmarr/industry-pitch-1/.
Fig 259 - Industry Pitch theme.  https://www.pinterest.co.uk/stewartmarr/industry-pitch-1/.

Other assets were also imported into the scene, such as the axes, shed, mine shaft entrance and garden walls and gates.  The house compound was created and set out, whilst sheds were duplicated and positioned around the map.  A lake was created using tools from Unity, as seen in figure 260.  Mountains were also created as part of the mine shaft section. The house compound and lake have been placed near the mine shaft entrance for player accessibility.

 Fig 260 -Lake.

 Fig 261 - Compound walls.
 Fig 262 - Shed.
Fig 263 - Compound walls.

Fig 264 -Mountains.


Fig 265 - Mine entrance.

Other elements that had been created were the textures to be used for the ground and roads.  The textures were downloaded from Textures.com, (Textures.com, 2005) nd imported into Unity.  These can be applied using the tools, such as paint brush inside of Unity.

Fig 266 - Ground textures.

The next stage was to texture the shortlisted trees created in Maya previously.  Firstly the trees needed to be converted to polygon models.  This was done be selecting each tree, selecting modify, convert paint effects to polygon options.


Fig 267 - Paint effects to polygons.

This now meant that the trees could be UV mapped in order for textures to be added in Substance Painter.  The trees were then exported to Substance Painter to be textured.  Although the rough wood texture was used as the base texture for all the trees, slight changes could be done for different types of tree such as changing the wood colours to lighter or darker browns, changing the level of moss and the colour of the moss.  For the tree models that had leafs, detail could be added with fibres and changing the colours of the leafs from dark green to rusty browns and oranges, as would be expected for the time of year being set in autumn.  This can be seen in figures 268 -276.

 Fig 268 - Tree textures.
 Fig 269 - Tree textures.
 Fig 270 - Tree textures.
 Fig 271 - Tree textures.
 Fig 272 - Tree textures.
 Fig 273 - Tree textures.
 Fig 274 - Tree textures.
 Fig 275 - Tree textures.
Fig 276 - Tree textures.

The tree textures were based off reference images in figures 277 - 278, used in the Industry Pitch module mood board.
 Fig 277 - Tree textures.  https://www.pinterest.co.uk/stewartmarr/industry-pitch-2-woodland/.
 Fig 278 - Tree textures.  https://www.pinterest.co.uk/stewartmarr/industry-pitch-2-woodland/.
 Fig 279 - Tree textures.  https://www.pinterest.co.uk/stewartmarr/industry-pitch-2-woodland/.
 Fig 280 - Tree textures.  https://www.pinterest.co.uk/stewartmarr/industry-pitch-2-woodland/.
Fig 281 - Tree textures.  https://www.pinterest.co.uk/stewartmarr/industry-pitch-2-woodland/.

With texturing of the trees now complete, the next stage again will be to import them into Unity with their textures and place them around the scene where required.

As a result of the progress made, the group was notified via Facebook messenger.  Chandler gave notice that Unity has a terrain feature for the trees to be painted into the terrain, making the trees and terrain look more natural.

Fig 282 - Group discussion.

Further group discussion also covered Patryk Kuligowski, the group's character artist, creating gargoyle statues as part of the scenery for the exterior and interior of the house.  Figure 280 is a updated version of the gargoyle that could be entering the game.

 Fig 283 - Gargoyle.

Further communications were had with Dean Hughes, in regards to the games music.  Dean has reported that the music will be delivered to the group next week upon our return to University.
Fig 284 - Music.




Comments

Popular posts from this blog