Wednesday 5 December 2012

Heavy solider turnaround

I began my heavy solider by creating a quick sketch turnaround that I could use to model around. I used a silhoute that would be recognisable as a heavy character from distsnace to capture their personality I also though about how I would be texturing my heavy model simular to the models from "The walking dead" game and tried to include the same sketched look in my turnaround.


"Turnaround of heavy"
 
If I have enough time before hand in I may go back and change this turnaround to make it look a little cleaner.


Friday 16 November 2012

Normal maps

I have also followed a turorial that was set on normal maps. These are also refered too as bump maps as they show the detail of a high poly model but espically low poly. I found these maps difficult at first I as i didnt realise that all of the edge you wish to see must ethier be on an angle or at least champhered.

"render of the normal map I created on texture from the tutrorial"

"the normal map i created from a high poly model I quickly created"

Ambient occlusion maps

I have followed a tutorial that we were given on how to add a ambient occlusion map to a head. This gives the model a bit more depth and adds area's of shading were their needs to be according to the model.


"This is the ambient occlusion map that I created"
 

"this is what it looks like on the model"
 


Friday 9 November 2012

Sheild And Axe

We had a guest lecture from OJ of white paper games about hand painted texturing techniques. He gave us a model to texture of a axe and a sheild using the techniques he had shown us. I painted the texture all on one layer in photoshop, this was different to how I usually work but the end the result is much quicker and louser but overall looks nicer. After texturing the axe and sheild I decided to add a cartoony look to the model by rendering black lines around the edges of the model, This made the model stand out and look more unique. To add a little more depth I added a royality free texture over my uv and used blending options and changing the opacity to make it fit a little nicer.


"Axe and sheild front view"
 
"Axe and sheild back view"

3D model plinth

I set with createing a plinth to display my models. For the design of my plinth i looked at few sources of insperation including the hell raiser puzzle box, tim burton artwork and even the green latern logo, rom these I developed a unique yet simple model plinth. The plinth had to be animated and contain visable cogs in its rotation. I also experimented with camera angles and lighting against a curved backdrop.

"model plinth in back drop scene"

Thursday 8 November 2012

The witcher 2 mechanic design


There are some solid gameplay mechanics with The Witcher 2 but some of them work and others are a little flawed. The combat system works especially well giving the player simple attack commands of heavy and simple attacks and signs, which work like spells. They are also able to craft certain items that can help them throughout the course of a battle.

The main mechanic that I noticed this with was the crafting mechanics, the player has to craft their potions, bombs and traps before every battle yet different bombs and traps do different things and different potions give the player different conditions. However the player is in forced into battle, as they are at certain points in the game, they do not have time to prepare their items. Most of the time these instances are sprung upon on the player unaware and are incredibly difficult to overcome and the last check point is the start of the battle itself.

Isolating this problem, there should be way for the player to craft their items in these circumstances. The crafting process takes too long to complete during a fight though, so the other option is to give the player a chance to escape and gather their barring before re-entering the fight.
"Youtube video showing how the signs already in the game work"

Wednesday 7 November 2012

Google Glass Research Notes


How it works

·         Head mounted display

·         Augmented reality

·         Hands free

·         Uses simple voice commands/ gestures

·         First seen prototype from 2012 uses a normal set of glasses

·         Will be available to developers in early 2013

·         Runs using google’s android system

Potential

·         Change the world as we view it

·         Interact with the internet where-ever/ when-ever we want

·         Easily compare real item prices

·         Interact with magazines and newspapers

·         Real life augmented gaming in vision

Cons

·         Potential for constant advertisements

·         Distraction from real life tasks

 

Researched from



Sunday 28 October 2012

video level playthrough

This is a video that will accompany my level design document from my sketch up model. the video shows the progress of the essential are's in my level.

Thursday 18 October 2012

Ashley wood robots

I researched into a variety of Ashley Wood robots. All these robots are really unique toys that are simple models but use texture work to suggest detail. The major robot that stuck out to me is called "the little Martin". I decided gathered research on this model an created a mood board to help me develop blueprints and even my model which I will be making.


House model

Thislow poly model uses simple hand painted textures to give it a more graphic look. I used seperate shapes/ objects to actually create the model rather than working up from one primitive. This was a new way of working for me but I think it has worked really well and has let me build the house piece by piece. I also experimented with various lighting and camera's to display my model. I used simple sky lights on each of the windows and spot lights at certain angles to add little highlights to certain area's.


Completed texture map


Final house render

Skip

I have modelled skip similar to one that I created in the first year however this time I have textured and unwrapped it. This was so that I refreshed my 3D skills after the summer break.


 This is the picture of the skip I worked off


This is the texture unwrap for my model


This is my final rendered model

Level design notes and idea's


Arkham city

I have chosen to do this game as the mechanics I know already and the universe is something I understand well, this allows me to draw away from locations in the actually game and design my own adventure.

Mechanics used in the game

·         Movement broke up in sprinting and walking
·         The sprinting mechanic when used at an edge imitates a jump and glide
·         Combat using one button and counters on another
·         Harder enemies require a different way of defeating them
·         Boss fights work using the same mechanics
·         While in the air hold the sprint button to glide
·         While gliding have the ability to drive to get more thrust upwards and continue your glide
·         Different gadgets to solve different puzzles
·         Riddler challenge collectables

Gadgets

·         Grapple hook
·         Freeze grenades
·         Disruptor
·         Batarangs (normal, remote control, sonic, reverse)
·         Remote electrical charge
·         Smoke pellets
·         Mine detonator
·         Line launcher

Locations seen

·         The iceberg lounge (all)
·         Gotham museum (all)
·         Steel mill (all)
·         Amusement mile (exterior)
·         Ace chemicals (exterior)
·         Monarch theatre (all)
·         Crime alley
·         Courthouse (all)
·         Wonder city
·         Wonder tower
·         Subway
·         Church
·         Police head quarters

Gotham locations not seen within the game

·         Gotham central hospital
·         Gotham library
·         Black gate (mentioned outside of arkham city)
·         Gotham city hall (mentioned outside of arkham city)
·         Slaughter swamp
·         Jokers carnival (the killing joke appearance only)

Hospital level

·         Hush has taken hostages at the hospital to sabotage Bruce Wayne
·         Guards around the hospital
·         Listening in to find where hush is hiding
·         Save hostages

Carnival level

·         Joker has kidnapped Gordon
·         Go through rides
·         Attractions
·         Goons trying to trick batman
·         Forced to take part in jokers games
·         Freak show

First idea’s to stay away from as much as possible with carnival level

·         Rides
·         Joker
·         Freak show
·         Clowns
·         Music
·         Tents

Story idea’s

I have decided to make this level a homage to the killing joke graphic novel, keeping certain events that happen within my environment yet still making it so that it is something different. Their should be some key events in the story. Like Barbra Gordon’s shooting and commissioner being kidnapped. The end of this level should also end with the same ending therefore reminding batman of this time after the ending of the original game.
The level should start outside the carnival where batman has the carnival ticket sent to him by the joker. Gordon has been kidnapped by the joker and is somewhere being tortured mentally and physically within the carnival in an attempt to break him showing that even best of men can fall to insanity. This events are based upon the killing joke and I think helps people who aren’t necessarily fans of the batman comics understand that there is this darker underlying element to batman.
To flesh out the game the player will first be drawn to the freak show using suggestive lighting where they will find a series of batman villains behind the glass that he can talk to get a better understanding of where the joker is hiding Gordon. As the player progresses through the locations batman will find my clues such as the pictures of Barbra that joker shows the commissioner until he discovers the jokers final act within the big top tent.
Batman enters the tent and then has a boss fight fighting joker’s goons and the joker himself, at the end of the fight the joker takes out his gun and fires at batman and instead of a bullet a small flag with the words click click click comes out the end. During a discussion with joker batman should say another line from the killing joke “Do you understand? I don’t want to hurt you. I don’t want either one of us killing the other”. The end of the level should then be the same joke that the joker says to batman at the end of the killing joke and they both laugh. This lets the player see the side of the joker and batman relationship that isn’t usually shown, showing they both care for one another almost as friends making the ending of the actually arkham city game even more impactful than it already is.

Riddler challenges within my level

The riddler challenges are a key mechanic within the Arkham game series that keeps players playing even after they have completed the level. Seeing as my level is based off the killing joke graphic, the riddler challenges should match this theme some of my first thoughts on these where the red hood, the previous owner and the pictures of Barbra Gordon all from the graphic novel.

Level overview

1.      Starts outside the carnival at the ticket office
2.      Drawn to the freak show
3.      Walking down the freak show there is scarecrow, two face and poison ivy
4.      When the player gets to the exit there is a power cut
5.      The player turns on the power using a switch upstairs and the villains escape
6.      The player is then sent after the 3 major villains in a certain area of the level, these areas can be completed in any order.
7.      Two face is in the hall mirrors and can be defeated by looking at the floor to find were he is.
8.      Poison ivy is in the centre of a hedge maze were the player must fight ivy’s goons while moving around the maze.
9.      Scarecrow is hiding within the fun house. The player will be infected with fear gas when he walks in so the area will feature what will look like real skeletons and monsters until they find and defeat scarecrow in the turning tunnel.
10.  Once all 3 villains are defeated the player will discover that the joker took Gordon to the big top for a grand finale.
11.  As the player leaves the last villain area the joker announces the feast of fools, a parade roaming around the entire carnival that player can choose to avoid by going over head or by fighting through it.
12.  The player enters the big top tent and the joker dressed as a ring master introduces batman and sends his guards to him (the same ones from the killing joke), during the fight the player can see Gordon within a cage.
13.  When the player defeats the goons and the joker the scene ends in a similar way to the killing joke with the joker pulling a gun that fires a flag and says the same joke.

Optional area’s

·         The jokers ghost train
·         Prize ticket room
·         Dodgem track
·         Roller coaster
·         Big wheel

I also made a quick sketch of my layout taken from development sketches I did in my sketchbook

Wednesday 17 October 2012

Project research

For this project I have researched into various area's that will help me to design, model and texture my characters. I have looked at both real life sources and games.

The real life sources will help me design my characters to look like British army soldiers.




I also looked at games for various things such class types and style.




Revised Project plan and timeline


Introduction

After learning 3D skills in my first year of the course, I wish to develop the skills learned so that I can work more productive and have a 3D portfolio. I like designing characters and 3D modelling so this brief is something I will enjoy. I wish to work on my texture techniques as this area is my weakest at the moment in 3D.
The brief will showcase my new skills I have learnt by creating 4 classes that are based on the British army.

Actions

For this project I will be researching into the British army sliders of modern day and silhouette and visual identity of character design.
I have to design 4 characters that are game ready based around different roles within the British armed forces. The character roles are as follows:
·         A Sniper style character
·         A Infantry solider style character
·         A Heavy (Anti-tank) style character
·         A Support role/coms officer style character
For each of these models I will have to create character turnarounds before I build them.
After researching and designing the character I will build them in 3DS Max.
After I have built my characters I will look into texturing tutorials to help texture the final models.
Then I will texture my models so that they are ready for printing.

Aims

At the end of this project I wish to have achieved a character portfolio with game ready models that I will be able showcase and have develop new and existing modelling and texturing skills.

New skills and knowledge

I wish to have acquired new skills in texturing and modelling as well as to have developed my existing skills within 3D.

Outcomes

The final submission should include:
·         Portfolio of the 4 models
·         Digital submission of models
·         Digital submission of turnarounds
·         Digital submission of brief
The digital submissions should all be burnt onto a single disc with a cover for hand in.

Project timeline

Week Number

What I’m working on

5
Further develop research and start blueprints
6
Working on blue prints and turnarounds
7
Working on blue prints and turnarounds
8
Modelling of first character
9
Modelling of first character
10
Modelling of first character
11
Modelling of first character
12
Modelling of second character
13
Modelling of second character
-
Christmas break (finishing and touching up models)
14
Modelling of second character
15
Modelling of second character
16
Modelling of third character
17
Modelling of third character
18
Modelling of third character
19
Modelling of third character
20
Modelling of fourth character
21
Modelling of fourth character
22
Modelling of fourth character
23
Modelling of fourth character
24
Finishing touches to models and textures
-
Easter Break (printing ready for hand in)
25
Project hand in and start evaluation of the project
26
Hand in of the evaluation

Throughout the project I will also be keeping my blog up to date with what I have been doing each week.

Project Timeline


Week Number

What I’m working on

5
Further develop research and start blueprints
6
Working on blue prints and turnarounds
7
Modelling of first character
8
Modelling of first character
9
Modelling of first character
10
Modelling of first character
11
Modelling of second character
12
Modelling of second character
13
Modelling of second character
-
Christmas break
14
Modelling of second character
15
Modelling of third character
16
Modelling of third character
17
Modelling of third character
18
Modelling of third character
19
Modelling of fourth character
20
Modelling of fourth character
21
Modelling of fourth character
22
Modelling of fourth character
23
Finishing touches to models and textures
24
Screens and renders of models
-
Easter Break
25
Project hand in and start evaluation of the project
26
Hand in of the evaluation

Throughout the project I will also be keeping my blog up to date with what I have been doing each week.