Showing posts with label Game Art Design and Animation. Show all posts
Showing posts with label Game Art Design and Animation. Show all posts

Tuesday, 15 March 2011

Game Art Design and Animation Week 19:Game Environment Character and Collectable Animation

Here are the animations to my character as he is in the game environment to which he will react to when the gamer comes within a certain area range towards him and finally to beginshooting at the gamer once they trigger the second animation the thrid will play and the other animation is of the game environments collectables, which is a simple spaceship which does a 360 turn in mid air and will be gone once the gamer collides into it.

Game Art Design and Animation Week 19:Game Environment Particle Emitter

We were told about the particle emitter and had a chance to try to make a particle emitter during one of our tutorials and now was my chance to use that skill and place it into my game environment and even adding water to add a little bit of substance and reflective surface.









Within the environment i wanted to take full advantage of the particle emitter and used it for the sparks to show building wires broken apart, fires started and also smoke, all of which come with sound.

From this final image you can see how i wanted atleast one of the building to contain a larger fire which helps to cover up the flaws it had with visuals of textures and building designs.

Friday, 11 March 2011

Game Art Design and Animation Week 18:Game Environment Feedback

This is the stage i had gotten up to with some additional textures and was ready to show my classmates and receive feedback to tell me if there were any flaws and problems which i could solve.
Here is there feedback:
-Good use of space/Terrain textures(in helping with character)

-Good Development, Nice colours, add some texture to UV map to join aesthetic

-Nice building design, needs collision-detection, though, look at the Ratchet+Clank Series

-Feel the soldier could be bigger

-Like gravity levels-Does oddly feel like being in space

-The buildings have a great feel of a town being built in the middle of nowhere like Los Vegas

-Nice building design, good textures will make them look really alien

 

Tuesday, 8 March 2011

Game Art Design and Animation Week 18:Game Environment Bump Mapping and Collectable

I had brought in the texture for my buildings and found they didn't show the quality i had wanted from them and was told to try bump mapping. So i had gone back into Photoshop and gathered the textures by themselves and placed them in the necessary places and made them into bump maps.
Immediately  after applying them onto the buildings i noticed that the quality had risen from showing detail through drawn on texture to bumped on texture.
For my final peice of model and animation from Maya i made  a small and quick model of a spaceship to which i will make into the collectable of the game, as this game environment is meant to be a collect the collectables in the certain amount of time bonus round game, similar to a Mario Brothers game.

Game Art Design and Animation Week 18:Game Environment Fog and Sound Placement

Finding out about Unitys render settings and being able to create and atmosphere i wanted to try it out and so wanted a gritty and dusty atmosphere as if it was a, 'when the dust settles' kind of period. Creating the same colour but having it fade upon the buildings within a certain distance.

Showing the tools and functions available to create the fog i wanted one that covers alot of the environment to an extent in which within the midpoint of camera view, which will be the fade out point to being able to see whats in fron of the gamer.
I started to look around my environment and found this great viewpoint overhead and as if the wind has blown over the fog and dust to cover most of the buildings but leaving enough space to have areas of the buildings visible. After implementing the fog tool into the game i began to insert sound effects to areas of the game create wind, bird and more.

Tuesday, 1 March 2011

Game Art Design and Animation Week 17:Game Environment Terrain Textures

Here are all of the textures i had gathered and used for my terrain and some of them are not of the dusty deserted texture i thought that i would need but after i began to see that maybe the odd coloured texture would help to single out certain areas of the terrain.

Many of the textures consist of stone or rubble and pebbles, mainly rock based textures as this is what i feel the terrain needs a stony based underlay and with these textures across the terrain you see that the darker bits of area are much older than the lighter areas as they are recent formations of rock.














Game Art Design and Animation Week 17:Game Environment Terrian Tweak

I had gotten the placing of the buildings right and went back to the terrain settings and tried to create the distance visuals, making more rock formations and uprisings.

When you look at the over view or top perspective you can see how adding the different texture, differentiates the types of rock formations.

By using the tools and shapes to form the rocks i had trouble with adjusting with the use of diffrent tools to make the formations but after using it longer than a quick knock up of a mountainside the whole software becomes instant.
As you can see from looking from the position behind the buildings how the difference is automatic once the textures and a more detailed back drop comes into play and creates an ideal setting of desertion.

Looking down upon the buildings and how the ground has formed around and onto the buildings making it to show how these buildings were destroyed over time and battles over those periods causing the sand or dirt to foram around them.









Then i took to the further back drop of the skybox and to give the final touch of a space planet, i wanted a skybox image to show that it's space and found this image.














Here is the skybox in play and fits nicely with the overall setting and mood of the game and causes no worries other than the repetition of its image.

Game Art Design and Animation Week 17:Game Environment Maya Modelled Buildings

This blog post is mainly to show the individual pieces of the game environment i have created and the textures that are place upon them and the left sided images of the building are the complete model where as the right side is of them once they're destroyed. The individual screenshots of the buildings show how there is much more detail than the final image as the final image is from the distant buildings which wouldn't show much detail during game play.






Tuesday, 22 February 2011

Game Art Design and Animation Week 16:Game Environment Glass Texture

The next couple of refrenced images are of the type sof glass i used for my windows and mainly used those which had been smashed, cracked and shattered. As these specific types of images show struggle or impacts hitting the windows and thats what i want in my destruction caused by battles of a game play area.




Game Art Design and Animation Week 16:Game Environment Metal Texture

Here ae all the refrenced images i had used for my buildings to make them look much smoother and metal based and found that these helped when creating the bump maps. Many of the textured images were used for the building but some of them aren't that visible when seeing them on the buildings.