Making ends meet

I am contributing this entire blog towards the creation of the 3D interactive menu for my imagine worlds project.

And the reason for this is because of what I figured out throughout the development stage of the buttons. I couldn’t understand that my imported graphics would not show at a full resolution. Instead was pixlated and fuzzy, therefore I had to seek out an alternate solution to make this menu.

‘What about 3D?’

So I looked into making 3D buttons where the materials will not bring down the resolution of the button graphics. Coming across a video that explained clearly how to achieve this but there was a brick wall ahead…

Although I though…

Going back a few steps, the unity forums held the answer ‘Can JavaScript & C# be used in the same scene’

JavaScript for Menu Button functionality

#pragma script

car QuitButton : boolean = false;

function OnMouseUp ()

{

if(QuitButton) {

Application.Quit ();

}

else

{

Application.LoadLevel (“DWU_4.7”);

}

}

So after writing this script, it was applied to the 3D planes mimicking the buttons, and classified them as play, credits & quit buttons. To make them therefore work in connection with the Button script.

The image below gives a visual representation of what I’m trying to achieve by doing this…

Buttons

Plane

Next was the animation, and this was quite familiar as the timeline keying features were like them of Maya. It was just a method of selecting the object you intend on animating, then to the animation box and moving the object into place to therefore build the animation. This is how I completed the animation for the menu transitions.

Menu Animation

 

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Imagine Worlds project Update

This is an overall summary of the past 8 weeks, versions have been made with improvement to; character interaction, Sound and obviously graphics.

My biggest struggles throughout the project has been the programming; on the bright side, I have been trying to grasp the more common features of programming by looking through YouTube videos, Unity script references and even my own written code and seeing if there is any similarity between what I have done and trying to do.

Continue reading “Imagine Worlds project Update”

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”

Analysis of video game design: Crash Bandicoot: Twinsanity

Ahh the good old days of our favourite Bandicoot whom goes by the name of Crash and the evil nemisis, Cortex.

Crash Bandicoot, released in 2004 by Activision and carried on by many developers over the years such as Travelers Tales who were founded in 24 Jan 2005 · Knutsford, England & Naughty Dog. The development is quite simplistic, but the overall art style overcoats the simplistic mechanics` to make everything look amazing. On a lighter note, the game was designed with the PlayStations dual stick functions. this made the games movement a lot controls easier and add an additional movement to the camera giving the player the best perspective and a way to control what they see.

Twinsanity introduced to the players to what it was like to roam around an environment alongside interacting with external assets, platform puzzles and gather hidden collectables.

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I will agree that in comparison to games nowadays, the graphic capability was pretty mediocre but still aesthetically pleasing. overall, crash bandicoot still makes its way through the years adding ever so slightly to the franchise with amazing games alongside the re-master which is set to release later in 2017.

Analysis of Video game design…

Mario Galaxy

When it came to multi platforms, unique puzzles and basically the most beautiful looking aesthetics which a game can offer. Mario galaxy never ceases to step up to the mark…

Continue reading “Analysis of Video game design…”

Review: HTC VIVE

Breathtaking, unbelievable… awesome.

A few of the many words which describes HTC’s recent step towards the VR (Virtual Reality) future alongside other tech giants. I have tried both PlayStation VR and the HTC vive and could place them both in comparison but this review is mainly towards the Vive itself.

Firstly as I placed the headset on my head, I found that the 2160 x 1200 pixel resolution had amazed me also considering I didn’t need to re adjust to sharpen the graphics. And that is impressive to a person like myself who wears glasses, because it feels like I am not limited to what I can see and what I can do with the Vive. This is amazing compared to other who need re-adjustments to make the display clear to their eyes.

Moving on to the performance.

The the HTC Vive has a state of the art tracking system thanks to the two ‘Lighthouse Base stations’ which shoot out IR lasers to pick up your every movement. As I was playing an archery game with ‘VR Labs’ the tracking was so good that I felt free to move without any hesitation to move about my surroundings. There was a moment when I saw the actual labs, my eye caught one of the robotic dogs where at this point I couldn’t resist but kneel down as experience this encounter up close. This is what I love for the future of gaming.

3D Spaceship

Moving on to 3D modelling, a very familiar aspect of my work which is currently revolving around creating a spaceship. And a way better one that we initially built for our final 3D assignment in Level 2, I started with a basic Cube polygon; extruded & elongated to expand upon on either face to therefore create the basic shape of the ship. I then proceeded to extrude further and later on create the more detailed shape of the ship. To do this I use the Tri/Quadrangulate tool to therefore add a smoother edge to the wings.

Now obviously all of this sounds complicated to the untrained eye, alternatively most would this this sounded fairly easy to carry out… it wasn’t. I had problems with rendering and still as I write this blog I have a problem with texturing the hull of the ship due to the ‘Back-face culling accidentally being on during the poly face selection process. Silly mistake which can be learned over time.shiprnd2

Now I am overseeing the final developments by tracking different renders which I have analysed to get the most realistic yet vibrant image to suit my models background. Initially, I had problems with rendering because of the ‘Mental Ray’ package becoming lost therefore I couldn’t see the full potential of anti-alising and the glow effects from the ships engines. Finally, I can say that there is much more to be added such as either weaponry and maybe something which could make this project stick out from the rest.

Friday 30th September

Back to class with Matt working on Maya and those little features which I longed to find out how to work have finally appeared. Features such as mirroring, Mirror Shading which I mostly used as a re-correction to any faulty texturing on the cockpit, engines and other assets which I have created.

Furthermore, I have also discovered that the quad/Triangulation should not be used unless absolutely necessary. That is because I would give myself a bigger job of actually texturing it and more harder to fix if a polygon is out of place. Now I have tried a taught method which involves selecting separate faces then reduce the poly count by simply going (Ctrl + Delete). This is the best way of going about cleaning up models as you can see by these wireframes below.

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Now I will agree that the wings still need some massive re-adjustments but besides that. I think with the new tool that I have, My models will look a lot cleaner and better both aesthetically and performance based.