Thursday, April 28, 2016

Atlantis - Progress Update, 2am, 4/28/16

This is an update on the Atlantis project, which is almost completely finished.



Just an overview of the whole thing with the finished assets in as well as new terrain I sculpted.



One of the smaller huts outside. Dustin learned how to apply LOD on objects, so pretty much everything in our scene has LOD on it. I designed this hut, though I think Dustin may have redesigned it to be easier to UV which he also did on everything.



The rubble that will be animated to "break" off if I can manage to get that to work. This also shows the architecture of the scene, which I designed. We wanted things to look slightly alien, so we tried to make things a bit more art nouveau.



The amazing Cthulhu that Kyle made. He sculpted it and painted it. It looks amazing.



Here are two different fish Kyle also sculpted, painted, and animated. I don't know how he was able to, but he did it, and they look great.



Another more aerial shot, which shows more of the terrain I did, as well as the whole "city"



The view from the start, once you press "play." We're deep underwater so we didn't use caustics. Instead I used blue fog and particle effects as well as a blue flashlight to simulate it.



Saturday, April 16, 2016

Atlantis Project - Progress Update 4/16

On the Atlantis project, I've been largely in charge of the buildings and architecture. I've made the walls, central building, bridges, houses, and some other small assets. What I've done so far will be shown below.

This is the layout of the city so far. It doesn't seem concrete, but it's more than it seems since we are making the assets all separately to be put in later. For example, I have smoothed versions of the walls, gates, center house, and bridges. I also have other assets that will be added once they're UV'd.



Just another angle.



Here's the smoothed wall and gate



A "prototype" of the poorhouse. Not sure if I'll keep this design or make a new one.




The smoothed and regular "tendril" bridges that will be in the scene.



Four versions of spikes that I made that will be dotted around the scene to give it a bit more of an ominous feel.



The "cthulhu" house that will be in the center. From left to right: just the geometry, no spikes --- The finished version  --- regular geometry smoothed and converted from smooth mesh preview to polygons.



So far, I have done basically all that is seen, but I'm far from the only one working. Dustin is doing an amazing job on the UV work and is making some assets. Without Dustin's UV work, I think the whole project would fall apart. Kyle is doing amazing sculpting work and will be doing some animation. This is really important because the entire focus of the scene will be on a single area in the middle, and Kyle is making that piece for the middle.

Saturday, April 9, 2016

Unity 3.4 Tutorial

These are videos and pictures going over the Unity 3.4 Tutorial. The walkthrough video is below.

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Since I'd already done the unity tutorial going over how to use the engine, I was able to skip a good amount of the first videos that go over how to use unity. This is the video that goes over how to add in walls, floors, and ceilings. I used the project files, so they were already textured. The vertex snapping move function was really good to learn.



This is adding in different walls.



This is me creating an interior room. I'll switch to the next scene file for each lesson, so this room will look different later.



This is the first person collider and camera. Its how you can test your level.



This is adding in the cryopods, which (again) are textured already. He goes over how to texture them later on in the tutorial, but I already know how to do that so it really just saved time.



These are papers to be put on the floor. They're untextured at the moment.



Here's the material added on to them.



This is adding the capsule collider around the cryopods so you can't walk through them.



This is working with the fire particle effect.



Here's the fire particle in its place, as well as the audio added.



The lights in the room are removed, and replaced with a single orange light that I will animate later.



Here's a pile of boxes I made. I will switch to using the prefab provided later.



Here's stacks of barrels and boxes in a room.



These are the doors, which will be animated.


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This is the collider sphere that will trigger the door's animation to open when you get near it.

Tuesday, April 5, 2016

Torch Puzzle Tutorial

These are screenshots and a video going over the torch puzzle tutorials. After the first few, and once it got heavily into scripting, I started to open the scene for each project file at the beginning of each lesson so that the scripts would work, and even still some of them didn't work.







This setting up the fire effect and creating the torch prefab.




This is part of the process of setting up the torch to be able to go to the character's hand on a button press. You first have to go deep into the character tree and set the location for it with an empty object.



This is adding to the torch prefab, which includes the radius in which the torch can be picked up.



The torch picking up works, though it is directly in the character's wrist and it clips through his body constantly.



This is setting up the door to be animated.



This is the animation timeline of the door and its keyframes.


Overall, this tutorial was helpful for a few reasons.  I feel like it was helpful for setting up the animation logic and how to add scrips to things. However on the actual scripting and coding part, I felt like this tutorial did quite poorly. I felt like I was following along as someone else coded, not learning myself how to code from scratch. I have taken a class in html and css, as well as done a lot of work in visual basic over the summer, yet I felt lost in the coding for Unity; a lot of the stuff the instructor said to do didn't seem to work how it was supposed to though that was probably due to mistakes on my part. Mainly it just felt like I was copying what he typed, instead of learning what he typed really meant and where to use it. That may just be me though.

So far, I still prefer working in Unreal Engine.

Sunday, April 3, 2016

Unity 1

This is my first time using Unity, but after using Unreal, it wasn't too hard to get the idea.


This is a video going down the list of requirements for the first tutorial.




This is adding in the provided rock assets, which I would then turn into a prefab. The green outline shows the larger object that was provided. It is similar size and shape, but with wayyy less polygons so that you can use a mesh collider without doubling polygon count.




This is just a picture of the painted terrain, as well as the grass and the props (rocks) in the terrain.




Another picture of the terrain, without anything in the middle.





Here is an enemy and a pickup. For some reason in my final game, enemies stopped moving. They worked before while I was working on it, so I'm not sure what happened.




Here is the mothership and another pickup that is found in the center of the level.

Tuesday, February 9, 2016

Videos

This is a video showing Environment 1



This is a video showing Environment 2



This is a video showing Environment 3