Tuesday, 29 April 2014

Learning dDo

Robin decided to give us a tutorial on how to use dDo, which a nice bit of software that can add alot of detail to a texture that would otherwise take weeks or even months to do. I will use this, even though we have little time left and I will also use it to finish texturing whatever modeles are ready to be textured, such as the huge Alien Door. If time permits it, I will use it on some older models that I have posted up in the past, so I'm sorry for any confusion it might cause if I mention dDo in any of my older posts.

Thursday, 24 April 2014

The Bridge Stairway - progress




Here are just some screencaps of the bridge stairway, along with the new added Railings i have modeled and textured.

Faces: 366
Edges: 746
Verts: 378

Wednesday, 23 April 2014

Game Update - Davids Door, Joe's Player Model

I've incorporated The Alien Exit door that David has built, it's not UV mapped or textured yet so i slapped one on to give it some temporary value.

I've also put in the player model on the character controller, it looks good when standing, however, when moving, the model isn't fluid and is completely jittery, it's something to do with the controller or camera, must fix this. maybe adding the animations will solve the problem.





Tuesday, 22 April 2014

Work I've done over the Easter break.

Due to some unforseen circumstances (which will be ongoing till the end of this project) I have not been able to complete as much work during the holidays as I would like to have done.

Over the holidays I had planned on testing out the Pressure Plate script I had been working on leading up to the holidays. I also wanted to complete the Player Health script so that our player would die once the enemy had "hit" our player.

For the player death I was looking at the Unity Script Reference website:

https://docs.unity3d.com/Documentation/ScriptReference/Object.Destroy.html

I was looking to 'Destroy' the Player Game Object once the alien had entered the collider with the trigger.

Object.Destroy

e.g. static void Destroy(Object obj, float t = 0.0f);

"The object 'obj' will be destroyed now or if a time is specified 't' seconds from now. If 'obj' is a Component it will remove the component from the GameObject and destroy it. If 'obj' is a GameObject it will destroy the GameObject, all it's components and all transform children of the GameObject. Actual object destruction is always delayed until after the current Update loop, but will always be done before rendering".

With this, and after watching some JavaScript YouTube tutorials (couldn't find any C# videos for this, which was very frustrating), I tried to incoporate it in to the Player Health script we have. As of yet I am having no luck with it working (to be honest it's probably something really simple and I just cannot for the life of me see it at this moment in time, hopefully someone else in the group might be able to spot it for me).

Monday, 21 April 2014

Michael G's Progress/Work done Update



I've began building different areas now.

I have also built and textured indented walls so the environment is less samey within the game, the added variation increases immersion


The vent is now pretty much complete, allowing the player to enter it and hide from enemies.

Another Small light with a light shaft effect, this one however is flickering due to power loss, i've applied an animation to the shaft, light, and material.

I've Added some small lights to the stairs to grab the players attention and lead them in the right direction to explore.

I've also began adding clutter that has been shoved against the wall like it would be realistically, this adds some immersion to the environment.

Here again is an example of the new texture of the wooden garbage pile, you can really see the definition and depth in normal map.


I've put a small light behind the helpful man with a light shaft applied, with a floor light beside him also to make him stand out some more.

I Have Also Updated the Textures of the wooden garbage piles, the bump map did not have enough depth to it before, so i re-did it and it's now much more intense and realistic, as well, beforehand, the Diffuse lacked any dirt and looked too clean, so applied to grunge to it to blend in with the environment more.

These are new crates i have modeled and textured with a specular, diffuse and normal map using crazy bump.
the diffuse texture was completely made from 3 seperate metal textures and a custom made roll texture with an overlay metal texture on it, with some dirt and grunge to finish them off, it was done in Photoshop.

This area here features a small light which casts a shaft through the wooden panels that are used as a bridge to cross the gaping endless black hole beneath the player.


A Metal Panel Texture I Created




New Additions :

Light Shafts: I've found a light shafts script online and applied it to a selection of lights. the effect is wonderful and really adds to the immersion and atmosphere of the game.

Crates: I textured and built the crates in photoshop and Maya, the bumps on the textures were done by Filling a selected area, changing the layer to multiply, and adding Stroke, Outer glow, Inner Glow, Drop Shadow, Inner Shadow to the textures to give them the metal panel indentations

Indented walls: Built and textured by myself to add some structural variation to the environment.

Small Lights: Small light textured and built by me, so i can place them around the map conveniently 

Stairs

Environment building

New Footstep sounds

Giant hole with wooden bridge

Vent

Light Dust

Added Clutter

New Alien Floors





Broken Wires







These assets are all broken wires that I have modeled using 3DS max. The top picture is more of a cable rather than a wire, the middle picture is a thinner and longer version of the cable and the bottom picture are your standard small wires. I already know that Mike, our director, has already taken the thin cable and placed it around all over the level within our game in places such as, along the walls and along the floor, most connected to something, such as lights.

There were no problems while making these models. All I need to do now now is unwrap and texture them, so that I can give them in and add them to the game.

Broken Pipes



These are some broken pipes that I have modeled using 3DS max. The reason why I have modeled broken pipes are because the game is set in a rusty, dirty environment where alien technology and structures have forced itself into human built structures, like Half Life 2. So a lot of human built things will be neglected or broken.

I did not have any problems while modeling these pipes. It will be interesting to see where they are placed throughout the game.

Thursday, 17 April 2014

Bodily Parts


342 Polys / 329 Verts 


136 Polys / 138 Verts 

These are bodily parts that will hopefully go in the game as normal assets. The top picture being an arm and the bottom picture being a leg. The idea is that the level is suppose to make the player feel tense and always on edge, like any other good horror game, so torn of body parts might help with that. I hope to make a torso before the end of this project as it would add more variety to the game.

I never really modeled anything to do with a human and my anatomy skills are not to good at this time, so I had to use pictures of human body parts from the internet. The problem with the arm are the thumb and fingers because they both look edgy. The leg will have to have some bones sticking out on both ends, just to add more detail to the model. 

Tuesday, 15 April 2014

Corridor Objects

Hear are objects that are purely for the corridor in the game. Each piece is measured correctly so there won't be any distortions while they are being placed around the corridor.
 
Every model went through the same proces of bieng an editable poly and using the tools, extrude, chamfer and angle. The only difference is that some models started out as boxes and some as cylinders.
 








I apologise about the last model not having a wireframe. The wireframe texture would not render properly, where the wirframe itself could not be seen.

Corridor Version 3



3,238 Polys / 2,360 Verts

This is the same corridor where I have been adding extra assets to it, in order to have more variety. Again the models were made by using 3DS max. The only difference with this corridor is that it is intact and not damaged. 

The problem with this is that the Poly count is to high. The only way I can decrease that amount is by getting rid of some of the wiring against the wall. I am worried that if I do that, then the quality of the model will go down.  

Corridor Version 2



1,474 Polys / 1,447 Verts

I have made little changes with this new version if the corridor. All it has is some sort of mic for communication and wires hanging of the ceiling differently. Obviously the player cannot use the mic, it is just there for variety. 

Perhaps I should add some wires in the side of the wall that connect to some sort of power box, or the wires could disappear into the floor. 

Corridor Version 1



1,842 Polys / 1,785 Verts

This is the same corridor that I modeled in the past, but with sections of pipes, wires and other things. All the extras were modeled using 3DS max. The idea is that the corridor is usable, but a lot of it has been trashed, destroyed, etc. There will be other assets for the corridor so that it is not just the same thing over and over as the player progresses.