Thursday, 8 May 2014

Unity Sound design/Implementation


For sound to be implemented into our game we first had to record it. once our sound was recorded, 
i was able to import it into audition and edit the sound files to suit the environment in unity, once that was done, it started to bring the level to life.

Sounds that were edited and implemented so far are
Protagonists breathing
Character talking to the player (My voice :D)
generator sounds
fan sounds
ambience sounds
wall light sounds
alien breathing
footsteps

the only thing that needs to be considered is prioritizing the sound so they don't cut each other out, which shouldn't take to long.



Models/Textures/Unity

So Here is a list of all the textures I've worked on throughout Project, there is quite a few and each one has a model assigned to it.


These are the first textures i worked on, they were originally made for the Prisons and have now become the texture for the modular placed walls as well as well as a few other objects due to the fact that they are tile-able.
Diffuse was made in Photoshop and imported into crazy-bump for Spec and normal map



Here in these pics you can see the models i created that use these textures i made.


















This is the texture i made for the rocks in the game which add some clutter to the environment, so were made in Photoshop by assigning a rock texture from online, and using a brush to add more dirt for a more grungy dirty look that blended into the games theme.
Like the texture before it the diffuse was imported into Crazy-Bump for the Specular and Normal maps.




The rock as Placed in the game, the rock is placed in many other reasons as well, with different size and rotations.


The Alien Floor panels feature a transparent great using the cutout Shader in unity, this was done with the alpha channel of the diffuse to cut out the holes.
it has a base metal texture with dirt applied by brush.
It was imported into Crazy-Bump for Specular and Normal maps.
The holes outline features a drop shadow to give it that indented look.

This is the Main Base texture for the Alien Floor Panels which Is a base metal texture with scratches drawn into it and dirt as well.
once the tileable texture was created, i used the uv map to fill out each section in white with a multiply blending option, and adding dropshadows, inner shadows to extrude the seams in via texture
then the black and white texture was imported into crazy bump so it would only specifically render the seams to create there bump, the effect is nice, as the Floor panel now look more realistic.



Here is the floor and other objects utilizing the texture applied to it




This wooden texture was made in photoshop by grabbing a wood texture of CGtextures and adding some dirt via brush for it the blend in the environment, it was then imported into crazybump for the bumps and specular maps.



Here  you can see the various places in unity as well as the models in maya

which utilize the wooden texture applied to them, as you can see, it blends with the environment nicely.







The crate texture was made with 3 different metal textures combined to give it that variety that the game started to need, as things were becoming more and more the same, each texture has been edited to fit in the uv maps, with drop shadows to create depth. the grill was separately put in crazy bump for a better effect with the normals, and then combined with the other normal map from the other parts rendered in it.





Here are the crates i created in unity and their models in maya.


The Diffuse texture for the Alien Stairway Roofing began like this, the uv maps would be used to create the seams of the metal plating for added realism with a tile-able metal texture behind it.



This is the DDO texture render, as you can see, dirt has been applied to places it would gather, however, i feel this texture is not of sufficient quality as the dirt lacks randomness, and seems deliberately applied to the certain places






After sitting down and thinking about the kind of quality of work i wanted to produce, i began to create the new texture of the alien Stairway roof. In this version, i have given it a sci-fi style, with multiple textures like the crate for variety. the bolts were placed manually and were given a drop shadow and inner shadow for depths like the uv map lines.

after using DDO i began familiar with in, and even though i lacked to time to produce a colour map for selective detail, the result was pretty good, as i was happy of the places where it was applied.

The seams and bolts and bumpy carbon texture were put into Crazy-bump to render a normal map, the results was fantastic as the metal plating depths really showed how the metal plating has been attached and built, truly bringing it to life.







This is without a doubt the best piece of work i have ever created, it truly shows the level i am at, and what i am capable of, the comparison between this quality and the original textures reveals the rate at which i learnt from my mistakes and gained new knowledge in level building. I can now only aim to achieve an even higher quality standard by increasing detail with textures, and normal maps, increasing my proficiency in DDO for more added detail, and decreasing the poly count of my creations whilst ascertaining the same level of detail and last of all decreasing the amount of time it took to create this which was roughly two days of work, i'm hoping to produce this quality of work and higher in single days. Where by then i may have truly mastered my own SCI-FI/Horror game design style. One criticism i will make is the fact that the roofing does not match with the side walls, therefore, one or the other, looks out of place, to fix this, one texture must be made similar to the other, where-by the theme and design style become consistent, whilst still portraying a sense of contrast so the entire scene does not blend too much, resulting a visually stimulating experience for the player.  


The Roofing Also Featured this Grate Transparent texture that i created with a metal base and holes that i cut out and applied in alpha for the transparency. it was also applied to crazy bump for a normal and specular.
These were used on the wall light as a fluorescent tube texture as before it didn't have one, giving the light a texture added some realism to the environment.


Here you can see the texture applied to light.





 To portray to illusion of Clutter and the overall dirty state of the environment and the fact that it was a barn before, i have created a hay model and texture, where they will be placed in unity against walls like such would happen. Crazy-Bump was used to Create the normal.

The Only Criticism i can think for this is the lack of Blending the Hay does into the environment. To fix this Screen space ambient occlusion could be applied to the camera to add a shadow at the crease of where the hay is placed to bring it some placement in the level, however, lowering the angle at which it hits the floor may also soften the blend between the terrain and the object a little bit more.




This was a Tile-able Plated Texture That i created that didn't really get used. This was specifically because the texture is too specific in detail to be placed on anything other than what it may be built for, which was a roofing platform for the level so the player could not see the walls had no thickness, however, when this texture was applied, it didn't look right, this is because the texture would only fit an object specifically made for it. unless the object was small enough for the player not to easily notice the issue. The seams were done in the same way with drop shadows and inner shadows, with placed bolts. and then imported into crazy-bump. 




This Texture was made to apply to objects that are too minor for a specific uv mapped texture, it's simply a base metal texture with plated seams created in photoshop, and then added TO Crazy-bump for the normals a

nd specular




Here you can see the tileable texture has been applied to the Barrels and Puzzle pieces, It seems to fit pretty well, however, the objects having there own texture tailored for the structure would always be more immersive and realistic.


Both the Generator and Corridor are David's Models, and until he created a permanent texture for them, i gave them some value in the game from the tile-able texture until then.





 This is the texture i made for the bridge stairway railing which i modeled,
The texture is a simple metal base with added dirt and seam shadows for bumps.
it was imported into crazy-bump for normal and Specular maps. I've also used the railings on the terrain as a restricted area block which works well.



Here you can see the stair way railings being both used for the bridge and Terrain area.






This is one of the terrain textures used to paint it, behind the extra grunge i've added in photoshop is a normal dirt texture, the dirt makes the ground look gritty and over used as it's barn, that's what we want.




This is a more Wet Muddy Terrain texture, this has a spec unlike the other, so it's easily noticable to see the wet look of the texture





This is texture i created for the cables in the game




Here are the cable i created in the game, as you can see, it looks alien enough to fit with the rest of the environment, the only problem i think is the lack of dirt on it in comparison to the rest of the level.