Thursday, 10 December 2015

Games Art - Final Model

Here are screenshots of my final model in Unreal 4. I was unable to fully texture on the body due to an issue with Quixel, and not leaving enough time to resolve this issue.



 

 


Games Art - Creating Textures: Part 1

As I wanted to adhere as close as possible to the actual Boba Fett costume (Empire Strikes Back version), I have chosen to recreate the actual scratches that were painted onto the original props.


In order to do this, I would trace all the different layers of paint/weathering from various reference images, and then try and morph them into place on my own model's UVs.


After recreating masks of the front-left part of the helmet, I realised that this process would take an extremely long time, and it was also difficult to find reference at a high enough resolution for all parts of the model.


However, I had found the somebody online had already created an accurate template of every layer of paint on the helmet. If I was able to use this template, it would save a lot of time. I emailed the creator asking if I could use the templates 


Since he said yes, I then morphed his template to my own UV's. This meant I could use them as color IDs in Quixel.

Color IDs from Bandi Levante's Boba Fett helmet templates.


Here is a link to his forum post where I found the templates:





Games Art - Baking Maps: Part 2

For the body, I had to go through the same process as the helmet. I baked an ambient occlusion directly onto my automatic unwrapped high poly model, and then transferred them to my low poly as a diffuse texture and as separate pieces. The normal maps I baked as separate pieces as well.

 



Sunday, 6 December 2015

Games Production - Milestone 4, Beta Build

This build has every gameplay element and UI scripted, as well as Razvan's environment/UI art and Steve's enemies and rigged/animated main character. I have also added some VFX elements such as particle effects and some fog effects.



















Games Production - Milestone 3, Alpha Gameplay Prototype

This prototype has our main gameplay mechanics with Razvan's prototype art assets and level layout. I have scripted the power orb and the switches it activates. I have scripted the ground spikes that are activated by the player stepping on a pressure pad.

There are seven enemies placed around the map. You have to use traps in the environment or find the weapon in order to kill them.

Currently, I have not scripted the win condition. It will simply be finding the three keys in order to unlock the final door and escape the arena.












Games Production - Milestone 2, Early Gameplay Prototype

In order to try and understand how Unity's NavMesh system works, I created a basic scene in which I created a basic player controller and enemy controller.

In this scene, the player character (grey ball) moves to whatever point the player clicks on. If the enemies (green balls) have line of sight with the player, the enemies will move towards the player. If their line of sight with the player is obstructed, then they will move to whatever point they last line of sight with the player. They remain there until line of sight with the player is once again achieved.

When the enemies come within a short distance of you, then they enter an attack state. In this state, the enemies will turn a shade of red in order to signify to the player that they are attacking. If contact is made between an enemy and the player, then the player dies.






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I created another scene where the player has the opportunity to kill the enemy. The white cuboid levitating in the room next to the player is a sword. If contact is made between the player and an enemy whilst the weapon is held, then the enemy dies. 

Currently, the weapon can only be used once. The weapon drops to the floor once it has been used.