19/03/18 Asset creation Today's session was a continuation of asset creation for the level. Some assets had to be created again such as the door and lamp post due to problems that had occurred on the original models with the polygons having too many edge loops. After this, the models were UV textured in preparation to be exported into the block out model of the map. The front of the warehouse and front of the houses were created. This was done by modules, for the models to re-created easily.
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Showing posts from March, 2018
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15/03/18 Asset creation Today's session focused on asset creation. Using reference images to help create assets for the level, Creation, of a door and windows for the houses in the level as well as a chimney were created. These assets were created based on Georgian, Victorian architectural style. Further development of these assets is still required, however, eventually these assets will be moved into the block out level and then the block out level will be moved into unreal engine for game play. To further understand map layout in computer games which would assist in the map layout for this level, several Youtube videos were watched, in particular those on Assassins Creed: Syndicate, (Ubisoft, 2015), as this is set in a similar time period for the game level in development, these videos have been helpful in map layout and asset creation, in terms of what assets have been used in Assassins Creed: Syndicate and what might be inspired to crea...
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8/03/2018 Block Out Today's session was further continuation of the block out for the level. Below are two tutorials which have helped with the development and design of the level so far. https://www.youtube.com/watch?v=1-b5Cb4XjCY, (3D Artcore, 2012) https://www.youtube.com/watch?v=w-p4doSPRPo, (Hermes, 2014) Below are some more images from the progress of the block out. After speaking to fellow class mates and the course tutor, changes were made to the layout, to make the level smaller again and to create open spaces for cross fire and bottle neck sections, as well as moving some of the houses and larger buildings about to create variation. The two YouTube tutorials watched earlier in the session also helped with the development for ideas for asset creation and layout.
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01/03/2018 Block Out continued Further continuing the block out process, bridges have been added across the roof tops to add another level to the block out as had been discussed with the tutor, as well as scaling the block out down further for game flow purposes. Blue prints Further in today's session, the class looked into Unreal blue prints for the purpose of animation in unreal. For this example, the animation and blue prints were for two doors to open simultaneously once a trigger box had been placed for the player to enter the box, which would then open the doors. Once in Unreal, select the object which is the doors. Select systematics, add matinee. Re-select the object. Once in the track section, right click, add new empty group, name the group, for example right door or left door. Right click object, add new movement track. Do the same for both doors. Change settings from 4 seconds to 1. Select snap icon on ani...