Monday, 17 December 2012

Specialist Animation 2

It's been a while since I have posted because the project I've been working on is not the most visual project. We were doing an assignment in Unity in which we had to get certain game elements working. This was good as one of our biggest concerns for our major project game was that we do not have a programmer to create gameplay elements.

I'm pleased to see that the project went much better than expected, not just for me but for our entire team. We have gotten much more done than we expected to and it has allowed us to widen our scope and hopefully add even more to the game. We managed to get a lot of the puzzles done, as well as some we were not sure we had time to do and we managed to get certain elements like the camera and the AI working to a decent standard.

In the project I made a camera with 3 levels of zoom and a special fixed camera position for the boss fight, it's also possible to look around using the mouse. I created a door in which you need to pick up 2 keys, walk over to an object and press the F key to open a gate and I created some 'dragons' which attack you by breathing fire, this does damage and has a 1 in 4 chance of causing burn damage over time. The final thing I created was a box which you can go to, press F and it heals you to full health and stops the burn damage.

Here's a quick gameplay video:


There are a few problems such as the boss camera has a weird flick to it when it transitions between views but for a couple of weeks work in a subject I don't normally dabble in I was quite pleased. There's plenty more to do but between the members of our group using Unity we should have it under control.

We have also been using Playmaker, an add-on for Unity which you can get from the Unity Store which allows for scripting in a more visual sense, similar to Kismet in UDK.

We have now got until we go back to uni in January to finish the pre-production for this game so the pressure is on but I can't wait to get started on the production.

Here is a WIP of the Centaur:


I still need to do more work on the head, hair ect but I'm pretty pleased with it so far as drawing is not exactly my strong point, but I can see the improvement over last years major project work so that's always motivating.

I also found a digital painting I did over summer which I never got round to finishing because I ran out of time so I might as well post that here too. I attempted to recreate someone else's art work as I saw it as a good way of working outside of my comfort zone and to see how other people have done things.

This is my drawing:


Here is the original made by justaman78 over on DeviantArt. It was produced for the game HAVEN.


Mine is clearly better... what?.. fine their image is much better, but then learning from people better than you is a great way to improve.

I enjoyed learning some new styles during this drawing and I think it has helped prepare me for pre-production and even helped with the above centaur picture, so time well spent I think.




Saturday, 1 December 2012

Unity work begins

I didn't realise how long it was since I had updated the blog, much has happened.

Most of the work these past few weeks has been in unity, focusing on seeing what is possible in the engine as well as getting a decent pre-vis game working for the pitch we did to see if any 2nd year students would be interested in joining.

We have been using Playmaker in unity which is a visual scripting add on which is great for artists or people who do not know the specific syntax of a  coding language but understand how it works and what they need to do.

I began by using Playmaker to create three different camera systems which the team can look at and decide on.

The first one was an automatic camera which follows the player character and orientates itself slowly and smoothly to behind the character.

The second one was controlled by mouse movement, when you moved the mouse it looked around the environment by rotating around the player character. This allowed the player to look in different directions to the way they are running and made it more intuitive. This is personally my favourite camera type I made.

The third one I made was more of an experiment, it used fixed cameras which follow the player as he runs through the environment and when the player hits certain pre-made triggers it switches to a different camera. I liked this idea as you can have it as though the player is being watched by some unknown entities hiding among the trees but this didn't really work when I tried it. Further work could produce a better camera system but I still don't think it would work as well as the mouse controlled camera.

Right enough with the text, we are visual people after all.

I've done a few particle effects in unity, they're quite fun  and very easy to do. I'll show you the ones I have so far.

Dragon's fire breath attack (my favourite):


Impact Sparks:


Item Highlight:


I also did a quick promo like picture for the pitch of the characters in their current state. Although these were not used in the end it's good to have a more finalised picture so I can visualise it better.

Here's the centaur:


And here's the Player Character:

These are far from final, but it's pretty much where I am with the character designs atm.

And erm...yeah I think that's everything up to the present date.

The next thing we are working on is scripting in unity, I'm currently writing some pseudo code for the poison that the dragon can inflict on the player. Hopefully by next week this will be finished and working.

I also got my first grade of the year back, which was my presentation based on my final year dissertation subject. I got a 1st for my work on 'Aesthetics as Metaphor: A Study of Embedded Narrative' which is a focus on environmental storytelling and what effect this has on the player.

One final, final thing. I have just completed Movemeber and raised £44 for charity. So thank you to everyone who donated and congratulation to my Mo Bros on completing the hairy month.
http://uk.movember.com/mospace/1808076

Tuesday, 20 November 2012

Back to Pre-production

So it's been a while since I posted any work up here, mostly because I've been working on pre-production which is always a weak spot for me, I generally find myself unmotivated and struggle to get any work done. I am glad that pre-production for major project is it's own project however as it stops me from getting to this stage and then just jumping into production before I am ready.

That said, it hasn't been going too badly so far, the pressure to do well this year as well as getting the animators and directors everything they need is keeping me going for the time being. I find that I enjoy the end of pre-production anyway as I have trouble coming up with initial ideas and designs but enjoy tweaking solid work.

So far I have basically what I put up here for the Centaur a few weeks back, even though some tweaks have been made to him, and I now have the player character design down, at least in terms of his size and shape so the animators can start thumbnailing and planning the animations and rigs.


So here is the Fae player character design so far:



The one on the left was the original design, then we had the idea of using the vines running along his body to roughly plot out the veins or follow the nervous system. I then came up with the one on the right. I really liked the idea but I'm not sure it comes across to well. I like how it grows up onto his face and down his arms, but I think I'll need to play around with it some more before I enjoy it.

I also have a list of props I'm making for the summer court environment as well as weapons, these include:

Books
A bookcase made out of a tree
Musical Instruments
Tholos Arch (Similar to the Oracle of Delphi)
General Ruins
Tree Stumps
Staff
Bow and Arrow 

So far so good, just got to keep this up and keep knocking these designs out in preparation  this should be an amazing project, lets hope my blog posts stay this optimistic over the next few months.

Thursday, 8 November 2012

Changes to the blog

As some of you may have noticed I've redone a fair amount of the blog to make it more interesting and to add more content, to do this I've actually combined 3 blogs together to allow more freedom. This also works well as if someone is only interested in part of my site then they can follow it and only get updates for it. On the other hand it can be a bit awkward to set up, but it should be able to be used seamlessly  Hopefully I will set up my own website soon so everything is much tidier.

So if your interested the 3 blogs are this work blog, where all of my uni and spare time work will be posted, there is my personal blog, where I will write game reviews, recommendations and anything else that takes my fancy, finally the last blog is the tutorials tab which is where I'll post any interesting tools, programs or bug fixes I come across.

So it's up to you what you follow and what you take interest in, so you won't get spammed with simple tutorials below your skill level when your really interested in my personal blog ect.

Hope you all like the new blog

Saturday, 3 November 2012

Specialist Animation Project Part 1 Complete

So it's been a little while since I updated my blog, this is due to the rush to get this first assignment in and then sort out a 10 minute presentation for the next day, so things have been a bit hectic. But it's over now, it turned out well and I get to have more of a laid back week now, which I could really do with. Well probably not...but it's nice none the less.

Anyway, enough babbling, time to show what I handed in for Spec Anim 1.

First off there was Mjolnir, Thor's hammer, and Loki's Sceptre. I already posted up the basically finished screenshots but now I have some with proper lighting as well as turnarounds so here goes.

Mjolnir, 379 Polys:





Loki's Sceptre, 655 Polys:






The image renders are quite low quality, I do apologise but these were screenshots as I went along rather than final renders. Hopefully the turnarounds will turn out better.

Overall I was quite pleased with the props, I think they came out at a decent quality even though I felt I could have improved on them quite a bit given more time, but I need to get into the workflow of producing things faster so this was a good practice for me and I'm happy with it.

After we had produced these we had to model and unwrap a a character that went along with the props, and I'm afraid this is where my work goes downhill. I would claim it was getting used to Maya or something, but I think it was my own fault, I rushed into the character way to fast without getting the basics down and this had a pretty bad effect on my model, I managed to improve some of it, but I fear the damage was already done.

In my haste I appear to have submitted the screenshots without making a backup for myself...smooth...but they were only basic renders anyway as we haven't textured the character yet, but I still have the turnaround so here you go.

Thor, 6813 Polys:



It's not all bad, I was quite pleased with how the face turned out, even if it doesn't look much like Chris Hemsworth (The actor who plays Thor in the Avengers and Thor movies) I still like how I managed to get a level of detail out of the face I haven't been able to previously. It's all learning and everyone has their bad pieces of work. No point in hiding them and pretending they didn't happen when you can learn from these moments.

Just to touch on the presentation as well. The feedback I got from the tutors seemed promising, especially as nerves usually get the better of me during presentations. I think I was pleased with the quality of work I had in the presentation so I didn't feel as nervous about presenting it. The presentation was to pitch the idea we have for the final year dissertation, mine was titled 'Aesthetics as Metaphor: A Study of Embedded Narrative' which is a study of environmental storytelling and how subtle background cues can influence how a play experiences and game and what emotions they can evoke.

If I feel confident enough I will post my dissertation on here for people to read, but I've never been a very strong writer so we'll have to see how it turns out.

Thursday, 25 October 2012

On to Specialist Animation Week 3

Week 3...the final week...for the first part of this project anyway.

I've mostly textured the two props now, which was expected to be complete by the end of the second week, so not too bad timing there. The 3rd week we need to light and render them as well as modelling a character, this is where it gets interesting.

First off though, here is Mjolnir:



And Loki's Sceptre:



Things are turning out quite well if I do say so myself. Although this is where things begin to get difficult. I've never been great at characters, and I have to make it in Maya by Wednesday, so less than a week. Not to mention the rendering coming out with some very weird results. I also have a presentation which is due either this Wednesday or the week after. Here I will be presenting my study of how visual themes effect the narrative of a game and pitch the idea for my dissertation.

Tuesday, 23 October 2012

Loki's Poki Stick

I've had the last few days off in terms off university work as my Mum and Sister came up to visit which was nice, and we went out on Sunday night to see my comedian Ross Noble for the first time and that was a pretty awesome night.

But as for work, I've mostly been texturing my props for the current project, got to have these completed by Thursday so I have the last week free to model and unwrap the character. I've spent a fair amount of time these past few days trying to render out an ambient occlusion map which I have had partial success with. It is working but I have seems around the edges of the model, even though i have turned up the 'fill seams' option in the baked map setting.

So here is Loki's Sceptre, with the not quite working AO map:






So far it has a diffuse and a specular map on it, so I still need to start my normal map for this as well as finish these maps, but I'm pretty pleased with how this has turned out so far.

I have done some work on Mjolnir as well, but I have spent the majority of my time on the sceptre as the work seemed to be flowing quite well on that prop.



The hand strap is going to be changed, as having it all the same texture makes it look very boring, but the normal maps are working to a certain degree without spending too much time on them, and the tweaks that need to be done should be pretty simple. The spec map is only basic at the moment too so that will require some changes, but overall I think I can have both of these to a pretty good level of quality by Thursday, which would be great considering I've been learning a new program throughout.

I've also been posting bits and pieces to Polycount which is an awesome website based around game artists. Some of the work on there is incredible and it's a great community. Eventually I'll start a thread of my own work...but I think I'll build up my portfolio a bit more before then.