Synoptic Project – Creepy sitting room concept

This blog is updating you, the viewer on the current progress of this practice synoptic project called ‘Imagine worlds – world of verts’.

Me and my group have made considerably large progress over the past weeks; within first week we had pretty cluttered up room but we kept adding more to our Trello list and this was because we wanted more in our scenes. Continue reading “Synoptic Project – Creepy sitting room concept”

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Alphas, colour & normal – Substance Painter

When I open up substance painter, I get all my default assets such as: Brushes, Alphas, grunge, procedurals etc..

But what if I want something more, something accustomed towards that object?

Take the grandfather clock for example…

Clock_Face

Not much of a clock without the layout of a clock on the front, right?

Well it was possible thanks to the power of Photoshop. Now when I consider the advantages of Substance painter, it takes out the tedious task of having to re-update texture maps and then re importing them over and over again. I can now make brushes with Photoshop that I can import into Substance Painter making the whole process so much easier.

How to import textures into substance painter:

‘Open Substance Painter’

  1. Select the Import resources button in your shelf.    Import
  2. In the pop up box, click ‘Add resources’   .Import_Button
  3. Select you files which you want to import.
  4. Apply your textures to a specific category

Final_Gather

and finally import.

The textures you have imported should then be in your shelf under project.

Shelf_Proj_Import

My specialism in Next-Gen Year 2 & Synoptic Project

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.

Continue reading “My specialism in Next-Gen Year 2 & Synoptic Project”

Establishing shot

EXT-Wide-establishing-high-angle
Establishing shot ‘Wild west landscape’

 

 

Establishing a shot such as this landscape concept drawing of the wild western landscape where a horse drawn carriage is moving towards a mysterious building…

This drawing is fully representational of the western landscape, and is a simple introduction into where the story is and what time this story is taking place.

Screen-Shot-2016-09-28-at-23_10_37

This image of the first season of the HBO series ‘West world’ is introduced with the old western town that strongly influences the viewer to know where the story is at what time. Atmospherics and capacity of the scene is ballaced but also a force on the viewers eyes.

The bottom of the shot shows two characters on the bottom right corner, but the camera slightly pans upwards towards the background being the establishing shot.

2D Solo Game – Week 3

Now all the pieces are coming together nicely, and the code is making more sense by the day. Especially with the layout, learning the difference between Allman & TBS1 bracketing.

===== 1TBS =====
while (x == y) {
    something();
    somethingelse();
}
===== Allman =====
while (x == y)
{
    something();
    somethingelse();

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.

PICKUP
Allman Bracketing (Physics Movement ‘Script’)

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.

Cone & Line of Sight

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.

  1. Get the Collectables.
  2. Avoid the Enemy.
  3. 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…

GAMEPROG
collectable objects function / Recent progress

All boxed up

Working under restrictions can sometimes call for planning, compromise and creativity…

I have been set on a task to create a 3D model as a practice project leading up to the world skills event; a treasure chest is my first and by the time you are reading this I am still making progress with this model, just need to start texturing.with the Uv maps and hopefully learn more about PBR texturing.

The use of spikes and a large set of horns gives a hint of character to this model, but the horns could also be vines or tentacles which consequently can lead to confusion upon the eyes of a player, modeler or mere inspector.

CHEST
To create the horns, I had a chance to try a new tool which I had looked into. The NURBS curve tool, this tool allows me to draw out a more accurate line for my polygons to follow through elevation. Additionally, these lines allow me to be more interesting with the wackiness of my poly’s…

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moving on to the Texturing in Photoshop… after an hour of unfolding the entire model including the external assets. I learned these new skills/tools;

  • Automatic unfold
  • Sew/Cut UVS
  • Layout
  • Snapshot UVS
  • Unfold
  • Smooth Unfold

After I finished the UV editing, I found that with the new tools and skills I developed during that time and that UV unwrapping doesn’t take the duration that people take it for. It mostly consists of a lot of prior planning and is easier to do when there are external assets which leaves out the worry of having to cut out odd seams where you can alternatively have more straight forward UV layouts.

 

2D Solo game Week 1

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.

BRUSH SETTINGS
Brush settings tool

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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.

Projectiles_CODE

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.