Showing posts with label unit 68. Show all posts
Showing posts with label unit 68. Show all posts

Saturday, 1 April 2017

project 2 evaluation

https://www.youtube.com/watch?v=UQ-QPdGa5LM&list=WL&index=23

For this project I had to work in a team of two which consisted of Ralitsa Docheva and I. We both together built a 3D environment using spatial storytelling to explain what is happening. Our game was set on a desert Island where something demonic had happened, only using items we had created for the game to tell the story. My role in the game was preparing assets for the game, like making 3D models (which would be used to create the environment, and to help tell the story that was happening), and making a couple of textures for them.

What I did for the project was making the majority of the assets used in the game to tell the story, and texturing some of them. I made these using 3D studio, and sculptris for the 3D work, and Photoshop for the textures for the 3D work. I made both 3D and 2D assets like the Chest, and the Map, I made these so they Can be used to progress the story the map leading you to the treasure chest, and the chest to hold the secret treasure the previous vaster of the island was looking, to create the Chest I used 3D studio max, to create the actual chest I used a cylinder, which was split in half, and a rectangle. I used Bevel on it to add the detail to it, I also used Photoshop to create the texture for the chest while using the UVW mapping from 3D studio.



For the map I used Photoshop, and some random software that came along with my tablet’s camera (It didn’t say its name), what I did was get a screenshot of the island from unreal and edited out the outlines which surrounded it. I then put it onto the editor on my tablet and turned it black and white, I then went over it with water color which gave it the texture it has in the final product.


When doing the work I felt like I was doing well, I learnt how to use 3D studio max, and I got a better understanding of Photoshop. The techniques I learned where stuff like bevel, Boolean, using a sketching mask and many other cool techniques. The 3D creating was easy for me once I learned how to use 3D studio, but I would use sculptris sometimes as well to make stuff because I knew how to use the software before starting at the college. what I found difficult was also 3D studio because it was new software, I also had difficulty with making textures with Photoshop because the layers would mess up and would delete certain aspects. I solved almost all these problems by walking away. taking a breather, and looking at other peoples work so I could see how they solved there problem, If that didn't work I asked the teachers to help and explain what needed to be done.

I think I produced work which helped the project move  forward I followed the timetable almost exactly as we had planned, some of the timetable was altered a little bit along the way, like some of the 3D objects where replaced or new ones where completely added in, I would make all the deadlines making the objects and finding the sound effects for the game, and if I finished with extra time I would make new assets that would be done on an other day , or made new objects in general. There where objects that had to be taken out completely like the Seagull, which I just couldn't figure out to make on a 3D studio we also had to replace the daemon altogether because it was too high a poly count so we made it a book that could summon a daemon we also lost a team mate completly due to medical reasons leaving not able to attend college as often so we had to pick up some of there work. I made a lot of new objects for the game to add to the environment like the telescope, and the compass.


Overall I think the project went well I think next time the team including me should talk more and try figure things out sooner rather then later when it is too late, and we should work together a bit better.When we did communicate we did it right and explained what was wrong what needed doing what would have to be ditched, we communicated mostly at college, but we did have a group chat on Facebook which we use to share documents or talk about when we had free time or if where at work so the schedule could change with not many problems.

Monday, 16 January 2017

Activity 1 planning Rali, and Abbi

We decide to make our Spatial storytelling on an Island with treasure.

so the scenario starts with the player docking on the island, we see a ship wreck near where we docked. We walk over to investigate only to find foot prints, we follow the footprints which lead to a palm tree with coconuts around it and near one of the coconuts you see a map, the path of footsteps stop because they where covered up, near the map there is a message in the sand that says Help with a part covered up by leaves from the palm tree.

We observe the map to see that there is treasure, we memorize the map and follow it. We come across a big rock we seaweed and incoherent writing on it. We walk around the rock to see a lone palm tree with leaves under it.  We investigate around the tree and move the leaves from there place to see a hole with a chest in it. We open the chest to find a book, we open the book it is written in Latin and there is a picture. (The rest you'll find out in the game hahaha).

So the story is essentially you have a found an uninhabited  island and your trying to find out what is happening there with hopefully buts and pieces that you can interact with.

Sketch of map
Sorry it isn't that clear


Map on Photoshop 
Model of map

The Island is inspired by the games Assasins Creed Black Flag, and sea of thieves both pirates game and the book treasure Island.

Sea of Thieves.


Assasins Creed Black Flag



Treasure  Island



3D Studio max putting a desing onto an object and importing to unreal

In todays lesson we made a object in 3D studio max

We then used Unwrap UVW which allowed us to view the UV editor when it was selected after that select edit and select all. which should select all of the object you created also make sure the polygon icon is selected once the object looks like it has been covered in red threads. Going back onto the UV editor select Mapping then Flatten mapping, and select ok on the pop up that appears after you put it to what you want. After that  it should show you the netting of the shape.

Select tools-view point canvas which should have a pop up called view point canvas which allows you to edit what the design of the object looks like. But for you can do all that you need to assign the material, and select  create texture defuse, and then save it so you can access it when needed. After that you can edit the color pallet of the object and add designs.

I tried to change the design but it kept deleting it so my object couldn't get a design put onto, and I would save regularly as well and it wouldn't save.



To import to Unreal you need to collapse it all together and then select export on 3D studio max. here will be a pop up that comes up deselect turbo smooth and select smoothing groups.Then go onto unreal select import and import the object.

3D Studio max part 2

In today lesson we learnt how to use cameras so we could view the room in any angle we wanted, and lighting changing the colors so it would give atmosphere, and controlling the shadows to make certain ones stand out and others not be as visible.




3D studio max

In the lesson we used 3D studio max and learned how to do the basics by making three different shapes which all started from a square.

To start it all up we had to go onto customize - Unit setup and set it the scale you want, we then went onto the create icon  and create a box shape, and then click on the move transform tool and but the width, height, and length into the measurement that you need (20x20x20).

Once you have the box go onto the modify icon and click on the drop down menu and select edit mesh. Then where it says realistic on the section that shows the box in its 3D form left click it and select edged faces, then select the polygon icon in the selection bit and then select extrude which allows you to pull sections out of the original box, do this until it creates a 3D plus symbol.

Select the move transform tool and adjust it to the X,Y,Z of the box to what you want (30x0x10) and click one of the faces of the 3D plus shape then select the vertex icon in the selection box. Then do the move transform tool again and adjust it what you need again (-30x0x10) and select one of the faces on the top wire face.

Copy the shape that you have made by holding the left mouse button and then shift.

Once you have copied the shape select on of the copies and the select and uniform tool selecting one of the faces and making sure it is on the vertex icon and that it starts to look like a pyramid forming where one of the box's are then select wield and change the selected and target section into what you need. (10.0cm and 4 pixels) this should make it look like a spikey spinning top. Once yo have done that copy and paste the shape.

With the second copied and pasted shape go onto the selection section and make sure nothing is selected, than click on the drop down menu underneath the section the that says box. and select turbo smooth and put the iterations to what you want (2) this should smooth it out and make it rounded.

After all that render  them and save them as a JPG.

After that we added colour which we did by selecting render,  material editor, then compact material editor, we then selected a shape changed that ambient to the colour we wanted and then assign the colour to the shape we wanted repeat this for the over shapes.