Friday, 15 April 2016

3D Art Production - ZBrush Lion

Monday 4th April 2016

Lion Model in ZBrush

after taking the models into ZBrush I increased the amount of polygons in the model and then began using the clay buildup brush tool to build up some shape in the mane and around the paws of the model. I then added some detail into the tail and finished the model off by adding some texture to the tail, mane and nose. I also added various cracks into the model using brushes, to make it look more like a stone statue that had been around for a long time and had been in a battle zone. I then exported out the high res model to take into Quixel and make the high res textures transfer onto the low res model. I adjusted the textures in Photoshop and then imported my model into my battle arena scene on unity.






3D Art Production - Moodboard and Lion Progression


Friday 18th March 2016

Moodboard and Lion Progression

I started by gathering some reference image and then moved onto actually creating the model of the lion. I used the same technique as I did on the head model, starting with the eye and extruding out and adjusting from there. Below are some images of the progress made during this project. I'm happy with how the model turned out and I plan to take it into ZBrush to make a high res texture to put onto the low res model.









Monday, 11 April 2016

3D Art Production - Head Model

Monday 11th January 2016

3D Head Model

Following a guide and using reference images we began creating a head, starting with a cylinder that we made into a circle by deleting all of the faces except for the front and then extruded out from that to go all around one half of the head. We added in spheres for eyes and used both reference images to make sure the shape of the head was correctly done. We then went on to create the ears which were very tricky; I am not fully happy with them and if I were making a human model for the project I would have spent more time attempting to fix this part of the model. We mirrored the head and then connected any edges in the middle of  the model that were not joined.

 
 

3D Art Production - Hand Model


Monday 18th January 2016

3D Hand Model

We followed a guide from the teacher today to create a hand, starting with the palm of the hand as a cube and slicing and extruding parts to make the correct shape. We used reference images as guides for the shape of the model and once the palm was done it was time to generate the fingers. We made the fingers out of cylinders and then created a sphere that we sliced in half to use as the end of the finger. We extruded into the finger to produce the nail shape and then changed the shape of the cylinder to match the reference images. once one finger was made we could duplicate it to produce the rest of the fingers and thumb. The thumb is just a squashed finger turned on its side slightly. Pressing 3 allowed the model to be smoothed  and gave us an idea of what the high res model would look like. I think the nails I made worked well, however if I was making a human model and spent more time on the hands I'd edit the shape of the palm to make them look a little more realistic.




 
 
 
 

Friday, 8 April 2016

Gameplay and Interactivity - Scripts

Friday 25th March 2016

Menu Script and Gem Script

I started with trying to add a menu script into the game, I used a video that was very useful and helped me alot in the process, with some minor adjustments to the code. I then made the style of the pause menu fit within the scene well. In the process of adjusting the code, the some of the scripts were corrupted/ lost and I had to reimport everything to get them to work again. This is apparently a bug with Unity though. I then moved onto try and add in a score but when I tried writing the code it wasn't working for me, a group member used the same code and it worked so I added ina  gem pickup code instead.





Gameplay and Interactivity - Art Bible

Sunday 10th February 2016

Art Bible Improvements

I added the step by step guide on how to create the styled backgrounds we're using in the scenes and also made the text in the art bible more established like the game design document.



Gameplay and Interactivity - Background Design 2.0

Monday 21st March 2016

Backgrounds Finishing

To get the rest of the backgrounds completed, I worked from the drawn scene designs I had produced as reference and created the final vector art styled levels. I then saved the individual assets in the scenes that would be used often so that they could be added and moved around easier in unity.









Gameplay and Interactivity - Background Designs

Tuesday 8th March 2016

Initial Backgrounds

Started by looking for reference material for underground cave designs and decided to go with a magical looking purple/ blue fantasy style, that fit in with our style of vector art. Anya, another group member started off some of the scenes which I then worked on and improved to fit in with the game etc.


Anya's Design
My Design



Gameplay and Interactivity - Character Design

Thursday 18th February 2016

Character Vector Art

After looking for various reference images as a group we came up with a character design and then I took the rough image into photoshop and made it into the vector art style were using. I then tried to create a walking animation but one of our group members did a better job and we went with that instead.










Gameplay and Interactivity - Enemies

Wednesday 24th February 2016

Bats, Slimes and Rock Elementals

I searched for reference images of the creatures we wanted to create which were a slime, a bat and a small rock elemental and came up with three sketchy designs. I then took the sketches into photoshop and made the characters look for cartoony and in the the same vector art style as the rest of the game. The final images were then ready to be taken and animated to move.








Final


Final



Final