Nov 29, 2017

Game Scene - Update 3

At this time, our group is done with modeling and texturing, and we have moved onto the next phase. In this phase, we will be putting our complete models together into one all-encompassing Unity game scene. As a result, we have to export our models and materials into the appropriate file types. I have put quite a lot of effort into making my part of the scene, and as a result I am quite happy with what I have, even if it is crude-looking.




I have done the appropriate method of turning my separate pieces of my scene into one coherent model. My textures also have bump mapping, and are, as far as I am concerned, complete. I have given my group members a link to a Dropbox .ZIP file containing all my relevant files, such as my scene, materials, and the like.


I had much difficulty getting the right look for my textures. I am not an artist, and the complicated nature and limited polygon count prevented me from really getting something that looks nice. I hope that whatever I made is something that my group members like, or at least find acceptable.


All that is left for our group is to prepare the Unity scene, as well as the environmental details, like terrain and lighting. I trust that we can figure out the nuances of the Unity engine, as well work out any quirks with our exported models.

Nov 15, 2017

Game Scene - Update 2

My group members and I have reached the final stages of the project. We will be ready to apply our textures by the end of the week, and import our finished models into Unity to create an environment with them. As for my personal model, I still need to really delve into my textures. The limit is two separate 2k resolution texture images, so after making all my UVs look nice I had to spend some extra time individually fitting them all into two UV squares.


While unwrapping the various elements of my overall model project was not itself difficult, it was quite time-consuming. Additionally, needing to fit everything into limited space was very challenging. I didn't want to have to sacrifice the quality of my individual textures, though I suppose it's necessary to keep things simple for myself and my group when we eventually combine our work. Here, I showcase the two exported UVs that I have been using to create textures.



At this time, I have done mostly base colors to test out how things look with color and verify the positions of everything is correct. According to my references, I am going to be going for lots of cloth, wood, and rope features. More substantial work is planned, of course, so this is just to document everything done so far.


Nov 13, 2017

Game Scene - Update

As of now, I am complete with the structure of my building. From the last post, I had missed a different update that detailed such information, so I am including it now. All objects are UV'd, and I will begin making textures for them. The parameters of the project state that the building must be below 5000 triangles, and, not including the ground object, I am below that limit.


The full list of my objects includes:
- the giant horse head
- rings, straps, teeth, nostrils, and straw
- central support system for the tent and horse head
- roof with several posts holding it up
- surrounding posts to support the walls
- several layers of curtains and arches, with ropes attaching them to the posts
- horseshoes, banners, and hangers of some kind


To emulate the simple style of the game Breath of the Wild, I am most likely going to go for more flat textures with a bare minimum amount of detail, like parts I couldn't model for the sake of my tri count or baked shadows.


I will try to be bright and colorful, as the original objects are. Seen in these references, there are a few things that I missed in my modeling, like the flags that hang down from the horse's cheeks. If possible, I want to make them, since they create a nice visual flair for the otherwise empty space between the mouth and the ceiling.


I expect my model to be completed in the coming week, so I can combine it with my group members' models for the rest of the project.


Nov 1, 2017

Game Scene - Blocking


In this project, I am required to collaborate with other classmates to recreate a scene based on a selection of existing game properties. At this time, I do not actually have any group members to collaborate with, though in the next class period I expect to find some hidden in the wild. As a result, the scene I blocked out is limited in scope and incredibly likely to change entirely.

Of the game designs allotted, I chose to recreate assets from The Legend of Zelda: Breath of the Wild. The simple objects seen in these screenshots represent the prefab elements of enemy encampments found throughout the game world. That would include crates, weapons and weapon racks, fire pits, and towers with drawbridges.



As stated, the entire focus of my project is likely to be altered when and if I am admitted into a group and collaborate with its members. I hope the general structure remains intact, as I feel I am able to accurately and skillfully recreate the objects.