The first week is coming to an end and we are being told about the entirety of the course and that includes the practice and real synoptic projects where we are all in groups to develop either a game, VFX piece or an interactive environment.
We have chosen the ‘world of Vert’s’ challenge where we make an entire environment alongside a playable character, we now have a solid Idea alongside a 5-team and boy its turning out to be better than expected.
This basically shows different ways to layout the code so programmers can read it easily and make sense out of it. 1TBS shows the opening brackets connecting to the end of the first line of code which could represent the literal connection whereas Allman separates creates a new line for a new bracketing section… like a quarantine in a way. Keeps everything away.
Doing either bracketing will not affect the workings of the code of what target you apply it to. Ultimately this should show what code is supposed to look like and also show an easier way of bracketing the code. Below is an example of 1TBS bracketing, I wouldn’t expect you to read it all but if you want to, I highly recommend looking at the way the brackets are set in comparison to Allman.
Back to the game in hand, there have been major improvements such as including collectable objects in my game to finally trigger the door, the idea.
Get the Collectables.
Avoid the Enemy.
Get to the goal.
Simple, it’s just… making more levels & having the gameplay flow at an equilibrium alongside an increasing difficulty. Throughout the duration of the game…
Further venturing through the paths of game design and coding my way through the basics of my top down stealth game.
I start by creating my assets first, such as a protagonist ‘main character’, walls, enemy, a backdrop for my game, all I need now is a goal and I can reach further development. I create my assets all on Adobe Photoshop. By using the brush tool and tampering with the brush settings, I can give out better fake lights on the assets giving out a 3 Dimensional look without altering the lighting of the scene nor the renderer.
Beginning my development on Unity, I made the mistake by selecting the game to be a 3D game, I had to therefore change the camera to ‘orthographic’ so of can therefore render the sprite images all together.
To conclude this blog I have also considered having a feature where the player must collect a specific object to therefore pass except the first stage which the player should be able to get to grips with the controls and the environment around him/her.
This piece of code is for a projectiles script which in simpler terms means ‘When shooting each bullet has two seconds until it is dead’, sounds odd… Bullets don’t die, but it does cease to exist after leaving the screen from source within two seconds.
This blog is to show my current work for the robot design which has also introduced me into more features embedded into Photoshop. I started with looking at specific robot sketches on pinterest and taken interest with the design of which I can bring into my own sketches.
I first started with the basic measurement sketches where I can start looking at how big each, portion of the robot will be throughout the drawing. This can massively help me to plan forward and prevent hitting a brick wall during the main outline of the character.
The main outline of the character was filled around the measurement sketches so I can therefore make sure that I can plan out what can be added. This can also give me a guide to what I can exaggerate and keep real to an extent. As you can see the shoulders are really exaggerated in comparison to the feet which looks more relatable to the characters primary mass.
Measuring + Outline
I then move on to colouring, I start with the primary colour of the robot covering the entire drawing. By doing this, I can overlay this colour and not needing to worry about asking mistakes to the base colour of the robot, to make sure I have no mistakes and I can go back to where I have come from. I make external assets such as eyes on different layers and the shading on another additional layer.
This will be the last time I upload a post relating to the room scene which I have created in Maya. Looking back I feel like I have achieved so much that I never thought I could achieve in the 3D world of Maya.
But it hasn’t all been easy…
As I was coming to an end of modelling one of the fireplace models, I saved the file and left it for the next day where at the point I open up the same file and the whole model corrupted… A single tear rolls down my eye. But I didn’t let it get the best of me, I had time to rebuild the fireplace, continue UV unwrapping and lighting until I pretty much got the same model which I had prior to the event which taken place.
On the other hand, modelling other assets was like looking at a masterpiece in my opinion. Learning about specular maps, Normal Maps, Bump maps, texturing and other ways to add life to a 3D model. Now when I start creating another asset for a scene, I tend to have an eye of realism. Therefore, everything needs to look amazing and without any major faults such as missing sections of a model or twisted polygons.
These are some renders which I have just done before I started this blog…
Overall I feel way more confident in modelling and how to look at something and find different ways to start from what points. Additionally, I have more experience in texturing with Maps. These are the different types of ‘Maps’ which I have used to complete each asset in my room scene;
Bump maps are what gives a flat plain, a bump like texture which corresponds to the JPEG it has come from. This saves a modeller hours of having to sculpt out a specific texture, also this bump map was created on Photoshop with a greyscale filter for it to therefore have effect on the models.
Similar to bump maps in every way other than this Map consumes a lot more memory in comparison to Bump Maps but it has a more accuracy whilst engraving into the texture which comes in handy especially if you are into realism.
Specular Maps are really different in how they appear and how they are made in comparison to other Maps. Simply, the White is where the reflected light will show and the black will absorb all the light. Take not though… this file has to be saved as a ‘.tga’ file format otherwise the effect wont take place.
Reflection maps are quite tricky to execute but how they are made is quite easy, all that’s required is a panoramic photo and Something to apply it to this will give out a reflection effect to any material you can apply it to. This will be somewhat distorted when applied to something which has a curve.
So that’s it, I am really happy with how my room has come out and I hope to take away a few lesson in how to become a better 3Dmodeler.
Click the link below for my Room Scene PowerPoint Presentation where I show off my favourite models, renders and explain how I done those models.