Wednesday 30 November 2016

80Shooter - Footage Feedback

This weekend I uploaded a short gameplay clip of our game to the Unity3D subreddit on Reddit, and it got quite a positive reception. It's worth taking this with a grain of salt though, as the Unity subreddit is followed by other developers. The game may be received differently by gamers who are unfamiliar with the process of game development.

Link to comments.



Wednesday 27 April 2016

Games Art Spring - Final Submission

This is my final scene in Unity. I have applied numerous image effects (such as screen space reflections, screen space ambient occlusion and Tonemapping and Color Grading), and utilized Unity's realtime Global Illumination.


Wednesday 30 March 2016

Games Art Spring - Creating a Rock

To create a rock, I followed a useful tutorial I found on YouTube. The process starts by cutting sharp angles off of a cube in order to break up the uniformity of the cube and forming the general shape of the rock.

 

Then, using the Trim Adaptive brush and a square brush alpha, I trimmed the hard edges of the shape. Eventually, this process will begin to resemble erosion and weathering on the surface of the rock.


I also started adding small amounts of noise in order to make the detail more varied.




 
 
 


Games Art Spring - Creating a Tiling Stone Wall

In order to use a texture on a model with large surface area, I will need to create tiling texture so that I can retain detail whilst also not using up masses of memory of a giant texture.


I needed to create a stone wall for the pillars of the garage. To begin, I tried to find an image of a stone wall that resembled the stone wall in Syd Mead's concept image. The image below was the closest I could find.


Then, using this image as reference, I traced around the individual pieces of stone.


Then in order to make this seamless, I duplicated the image four times and manually matched up areas where the stone pieces didn't match up.

Before

After
 
Then, using the center quarter of this image, I imported it into ZBrush and used it as an alpha mask in order to elevate the stone areas of the texture. I then used ZBrush's surface noise in order to create more detail, and I then used the 'trim adaptive' brush in order to flatten certain areas, simulating weathering over time where the coarse surface has been smoothed by rain.


I could then use this high-poly mesh to create normal, ambient occlusion, height and cavity maps from.







Games Art Spring - Modelling the Bike

In order to get the correct shape of the bike, I first created a model where I only concerned my self with the shape, and ignored the topology (and polygon count). Since the Syd Mead piece of concept art was my only source of reference for this bike, I had difficulty recreating the profile of the bike whilst also trying to recreate the particular intricacies of the model. In particular, I found difficulty in making the corners at the top of the chassis flow into where they connect with the wheels.




After creating the general shape of the bike, I could then use this purely as a template for another model that would have correct topology. I using Maya's 'make live' feature, I could modeling over the top of the previous model with topology as my primary concern, and be ensured that the overall shape of the model would remain the same. I was also able to model the trim along the model and around lights, as well as other small bits of detail (such as the fuel tank cap, or indicator side-light). However, I wasn't able to model the circular bits of trim on the sides of the wheels, as the correct topology in order to create this was not available to me; I would have to tackle this later.


In order to get the circular trim on the sides of the wheels, I first created UVs for the wheel with a planar projection directly along the x-axis of the model. I could then use this projection to create a normal map using NDO whilst ensuring that the circle I create in Photoshop will remain perfectly circular on the side of the model.


I then made a lower-poly version of the bike, as I would not need polygons for the in-cutting trim, as you cannot easily see their silhouette. Then, after baking my normals and ambient occlusion, I would need to combine them with the normals of the circular trim on the side of the wheels (Maya does offer an option to 'include materials' when transferring normals, but it seemed to only accept bump maps, not normal maps). Since they were a texture created in NDO and not geometry, I transferred them as a diffuse texture and them overlayed them on top of my baked normals in Photoshop.



I then modeled the antenna of the bike, and the final model of the bike was complete.






Thursday 21 January 2016

Games Art Spring - My Games Art Environment Scene


For my Games Art submission, I wish to try and recreate this piece of concept art (below) by Syd Mead. Syd Mead is a concept artist who also used to work as vehicle designer, so most of the shapes in his designs are geometrically possible. This should mean I will be able to recreate these objects whilst also retaining their appearance as they are in this image.


There are several features that the Unity game engine offers that I intend to leverage in order to create the same aesthetic in this image. Due to the reflective nature of a lot of the materials in this image, I plan to make use of Unity's reflection probes and the Screen Space Reflections Image Effect. I hope to use Unity's atmospheric scattering in order to create the lighting in the fog that can be seen on the right side of the mountain.


I plan on omitting the characters and car from the scene in order to make creating this scene achievable within the given timeframe.