Friday 17 December 2010

session 10


With time running low, I just had to make the environment and add a few objects in it and added textures. I rushed the environment and pick out a few shots to display the animation. Encountered a few problems while rendering, I had to separate the camera's for rendering as it doesn't seem to do it all together in on render so that took a bit of time, however the end was met and submitting is the final step.

Friday 10 December 2010

session 9


Added textures using UVW unwrap option, simple enough it's just like adding stickers onto an object in way :). Animating took alot of time as I had to manually move the limbs around to make it look like he's running and jumping. However using the footstep pre-set animation helped alot but the frames inbetween them didn't give me enough room to animate other movements like leaping, when the animation plays the leaping part happens quite fast that it almost doesn't look like it is done properly. I promise the poses on the leaping and vaulting over was done properly just the frames were so close to get that it made it missable.

Saturday 4 December 2010

session 8


So symmetry added and mesh smoothed which was simple to do, adding the biped was the tricky one. Fitting it into the model was quite difficult however as I went along i started getting used to it and it pretty much speeded up the process. I also had a problem linking the mesh with the biped however it was sorted out by just changing the options of the viewport.

Friday 3 December 2010

week 10




These are screenshots of the final version of my level. With just the Alpha and Beta testing left to do, sending it to classmates and friends to test it and document it. Once it is done all that's left to do is submit! :D

Saturday 27 November 2010

session 7


With half of the body done all that's needed is adding symmerty and texture. I've added another sphere to create the hair of the character. That's all for now I'm gona focus on 3D level design for now.

Friday 26 November 2010

week 9


Added a few extras, well extras that actually play a big part of my level. Terrain and skybox added to show that the character is outside when reached the outdoor part of the level. GUI is also added to tell the player what the to do within the game. 'Plant C4' is one of the objectives, however I didn't actually add a spot to place it so the player may get so confused of where to plant it. I would've added it if i had enough time to do so. So for now it is to get it tested and explain why there isn't a spot to place it.

Saturday 20 November 2010

session 6


With most of the body is done, I added a few polygons to attach the limbs together creating the armpits, crotch and backside of the character. I never knew modelling the backside would be so difficult because the polygons become quite squashed together and it was hard to find them and delete. However I managed to do it so I moved on to the head. I started off with a sphere, realising that it would be hard to add the facial features later on I still carried on as time wasn't getting along with me.

Friday 19 November 2010

week 8





I've added environmental objects to kind of show what kind of building or room it is. Stairs for the character to get to the levels above. Sliding doors which animated to slide open when a trigger point is passed through. Helipad and fences on the outdoor part of the level were also placed. These objects are all created using 3DS Max except the helipad as that's just from using a cube in Unity.

Saturday 13 November 2010

session 5


Same technique was used to create the hand but this time it is the foot. Nothing much to say, it's pretty much a box and then agen extuded moved a few vertices and attach to the leg.

Friday 12 November 2010

week 7


Haven't done much during this week as I focused more on the 3D character modelling, however i managed to add lighting into the level which is can be done in just 10 minutes. Placing them around the corridors and set the colour as red to show that the building is on alert.

Saturday 6 November 2010

session 4


Limbs were done so I move on to the hand. I started off with a box and just extruded edges. Nothing complicated just basic modelling. With the basic box it is already done the back and palm part of a hand, all I had to do was just create the fingers and thumb and attach it to the arm.

Friday 5 November 2010

week 6





By recycling the drones used to catch the character controller, I've added drones along the corridors when the player is escaping the building. When a trigger point is passed a drone will follow the character and chase him. However atm it will only follow wherever the player goes as a proper chasing NPC requires AI scripting if i remember correctly according to the lecturer.

Saturday 30 October 2010

session 3


Now onto the limbs. I started off by using cones, cylinders can also be used but the gives already give a sort of pointed side which I think make the wrist and ankles easier to shape. By using a modifier which I forgot what it was called, FF something something not sure, but it was used to shape the limbs easier into arms and legs.

Friday 29 October 2010

week 5


After getting the feedback regarding my level, come to think of it, it is quite hard to make an indoor level as it is all based to geometry, getting angles right and positioning as one shape could make a few spots in the level look awkward, while using the terrain tool in Untiy, one could easily create a simple playable floorplan in less than 10 minutes.

While that's out of my worries, It was time to add NPCs into the level and in my case it is drones that the player has to avoid in order not to get detected. Using the seeksteer script to create a path for the drone to follow with a trigger attached infront of the drone acting as the detector making the level restart.

Saturday 23 October 2010

session 2


This screenshot shows the torso of my character. It is half at the moment but working with a half makes it quicker to make as there's an option to create a symmetry. By extruding and positioning the vertices around I was able to get the desired shape.

session 1


Session 1 of 3D character modelling was quite good as there were only 3 of us in the class. I got a good grasp on how make the face of a character however it seems like it would cost a lot of time to make. So I started to create the torso first by using similar techniques used to create the face.

Friday 22 October 2010

week 4


Week 4 came with a confusion as we thought we had a free week to work on our levels while we wait for the feedback from Russ regarding our level proposals. However I got a head start than most of the people in the class for 3D character modelling.

That being out of the way I started the final level of my environment which is an outdoor part of the building with a helipad. The image posted doesn't show much but it will make sense when new posts are up.

Saturday 16 October 2010

week 3



In this session we learned how to implement audio into the enviroment. By using trigger points, which is an important part of a game, we linked these triggers to an audio file so when the character controller interacts with it or just simply passing through it, the audio will play. Trigger points can be used to activate anything desired within the environment to create gameplay.

I've started the layout of the start of my environment. With basic geometry I created areas for the player to walk around on like short corridors, with added textures to get a feel of the atmoshpere while creating.

Saturday 9 October 2010

week 2


We made a simple environment to test a basic script and by using the basic geometries we have created a wall with physics applied using the 'riggid body' option. A sphere will roll down the ramp and knock down a breakable wall and it all comes down to the engine's physics to show us what happens to it.

Saturday 2 October 2010

week 1



First session with a new lecturer (Russ Morris) and with a new software to learn, which is Unity. This software is a game engine which is going to be used by us to start building our own gameplay environments. Starting off with cubes and manipulating to make floors and walls and also adding a character controller to get familiar with the basics. Textures were also taught to us to help us define the environment we were going to create.