Sunday, 13 December 2015

Wolfs Rest Assets

My goal at the moment is to texture as many assets as possible to make the asylum look a appropriate as possible. I'm starting with the larger assets such as benches, desks, and shelving units, this allows me to lay-out the level properly so every area is equally detailed.

Ive looked at some other indie projects on Unity mainly Slendermans Shadow. The game itself barely scrape into the 'horror' genre, but the levels themselves are fairly detailed and look similar to what Wolfs Rest's outcome should be.



Despite Slendermans Shadow being a first person game that relies on jump scares and ambient sounds, the look of the game matches our own, focussing more on making things look smart and clean rather than overly detailed messes that don't blend together.

I'm looking forward to the outcome of this project, its something I really want to finish and already I can see the progress I have made. I know that some people in the group aren't doing quite as much as I personally would like, but that comes down to Lee not being a communicative leader, something he needs to fix.

Once the assets are complete it comes down to finishing the character movement and interaction, im exited to see what Lee has ready.





Friday, 11 December 2015

new model!

I wanted to test myself with the modelling for the Unreal project, I thought that a vintage object would look good in the future setting we have, making a contrast. I chose a gramophone, because the look embodies the 30s, and it has the ability to produce sound which we could maybe include into the game.



One of the lings I learned by making this model was the handle, although I could have added a new cylinder for the handle, Matty showed me a way to extrude a cylinder out of a cube.


I connected the opposite lines of a rectangle on the cube to create a diamond shape, and then cut a line from one corner to the other. After that it was just a case of adjusting the vertexes to make a cylindrical shape.


Here is a better representation of what I am trying to explain.

Overall I am happy with this and over the weekend I am going to attempt to texture it, along with the Codsworth I made a few weeks ago.

Monday, 7 December 2015

Job Types (not finished)

Full Time

Where an employee is given a shift to work each week, although it changes from company to company, the usual shift consists of 5 8-hour shifts from 9:00am to 5:00pm Monday to Friday.

The employee is usually paid through their bank account. Employers should enrol you into a scheme called Pay As You Earn (PAYE). Where your employer takes away any income tax and National Insurance contributions from your wage before it is sent to your bank account.

Full time workers often get benefits such as annual leave, sick leave, and health insurance.


Part Time

A part time job contract is a form of employment that carries fewer hours per week than a full-time job. They work in shifts but remain on call while off duty and during annual leave. The shifts are often rotational.

Often a part time worker is given a pay slip at the end of each month, but it can vary depending on the company. The average annual salary is 30,000 pounds.

Some advantages are that the job is often more flexible, you have a choice of when to work, and you can work full time in busy periods such as Christmas and earn more money. Despite this you still wont get health insurance, sick leave, or holiday pay.


Internship

Often a starting role in the industry, interns will usually shadow an experienced employee. This helps you gain experience from the more senior member of staff, it could lead to a permanent role, or a good reference depending on how well you do.

Payment can vary greatly as companies are not inclined to pay interns, you could earn a small amount less than 10,000 pounds, or you could earn nothing.

Being an intern can be useful as it helps you learn key information that the company needs, which can lead to you getting a permanent role. You wont earn much money, if any at all which is a huge inconvenience.


Voluntary

Voluntary work is offering to work for a company without being paid, the job can change from company to company however.

You will not be paid, as it is voluntary work you are freely offering to work without being paid by the company.

A good thing about working voluntarily is that you will almost always get a job, which can help you learn skills for a more permanent job down the line. You will also have to expect to work for short periods of time, as companies will rarely keep you on for long.











Sunday, 6 December 2015

New Unreal Models

A few weeks have passed since I made a model for the Unreal project, and even more time has passed since I made the first models for the fruit shop. Because of this I decided to make some new models for the black market, and re-make some of the older models that I wasn't happy with.

Skateboard:



I really didn't have a purpose for a skateboard in any project right now, but the black market situated under the fruit shop in our Unreal game could use it. Honestly for such a basic looking model the skateboard was a pain to make, the raised edges were awkward to raise without it getting really complicated, either way i'm happy with it now.

Blender:


Making a blender in 3ds max is actually really simple, its a case of extruding and insetting until the model begins to resemble a blender. Also with the endless companies making an infinite number of differently shaped kitchen-ware, almost anything can look like a blender.

My old blender looked basic and needed updating, although the image above looks like the offspring of a petrol pump and an arcade machine, when it is textured im certain it will resemble a futuristic blender.

Saturday, 5 December 2015

Sly Cooper inspired 2d platformer!

A company have contacted the college about creating a game involving water in some way, shape, or form, it gave me the idea to make a 2d game in Unity where you steal water back from the thieves. Although I haven't fully written a story I am excited on making a game using my ideas, and my ideas alone.

The style of the game so far is heavily inspired by the Sly Cooper series of games, (mainly the first two).



Below are some backdrops for the game.



The first backdrop is my favourite, and will most definitely make it into the project, but i'm unsure on the second. I may just create varying backdrops that follow the style of the first and base it in a large city.

The game is in it's earliest stage, over the next few weeks I am going to edit and change so many features that this post may seen irrelevant, I'll keep the blog updated on all the changes.

Friday, 4 December 2015

Wolfs Rest Asylum Layout

I've finished the ground floor of the asylum's layout, with textured walls and floors. When we complete other assets I will fit them in the correct rooms. 

I've tried to make the corridors as long as possible without looking odd, or playing badly. The aim is to add tension, making the player fear for what could lurk at the end, or round the corner.


I completed the door models, walls, wall dividers, and a front desk. They're all the reusable models so far.


Although all the models were simple to texture, they helped alot with getting me used to the process of UV unwrapping.

Wednesday, 2 December 2015

Graphic Terminology

Quad

A quad is a 4 sided polygon with 4 sides and 4 vertices, and is made up of 2 triangles. A 3d cube has 6 quads


Vertex

A Vertex is a point that connects vertices together to create a face of a polygon. It connects three or more vertices together to create the face. A group of selected vertices can be scaled, but it will only change the distance between the vertices as a single vertex cannot be scaled as it is just a point in a 3d space.


NURB

A “Non uniform rational b-spline”. Can be simply summed up as a curved line in the 3D modelling software. Is able to be modified using control points. Gives smooth edges to a model.


Normal Map

A Normal Map is a more advanced version of the grayscale Bump map, normal maps use RGB values to modify the normals of an object. Using the added colour value the normal map can have more detail in the model, without increasing the polycount of the model.





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