Thursday, 18 October 2018

DIGD602: Sound and final touches

Sound and last touches

With the level done and dusted I made sure to bring in sound to bring the game to life.
To have something fitting I found some royalty free relaxation music to incorporate into the background of the game which I achieved by attaching the audio to the player's camera (since it is a first person game.)

Other sound editions included a simple "ding" which would play when the player triggers any of the starting boxes surrounding them at the spawn which also brings up a popup I coded to welcome and instruct on controls. Addition of footsteps was also included that plays only when the player control is activated and stops when the player doesn't make contact with the floor or stops moving.

To bring the forests to life I also added a royalty free breeze through the trees that gives the leaf particles sense which will fade in depending on the distance the player makes towards the forest (loudest in the forest, quiet on the edges)

As soon as sound was done I made sure to double check that everything was in order before building the game and testing that.

All is well and the game along side the requirements was handed in ^^ I have learnt a lot from this project overall.

Monday, 15 October 2018

DIGD602: Level deco, layout all of that-

Level

With assets finally done and placed it's finally time to bring the level to life ~
Since this game's purpose is to be a walking simulator essentially, environment is extremely important to keep interest and appeal within a player.



With the help of free assets I have completely transformed my game

Pictured below is the before and after from a birds eye view followed by player view





Mountain creation 

The mountains, small trees, grasses and ground textures (excluding roads) were all created by a terrain builder to give a more desired look. Using this terrain also allowed me to cut down on the mass amounts of plains that used to be the ground of the level.

Where to now?

Along side having to write my final abstract I will just need to add some more code (for popups potentially? as well as a menu? maybe?) either way I think it needs a little bit more code before being ready to bake in time for the deadline. I will make sure to allow a lot of time for that.

Overall at this point of time I am impressed with the huge change to my level xD it has been a interesting time of learning.

Sunday, 14 October 2018

DIGD602 Yeah nah i'm confused now, no more numbering: Modelling of asset 3 + texturing etc

Modelling

Time is of the essence ahah, for my last asset I decided to have something simpler as well - A skyscraper. Pretty straightforward, Multi tool to separate what needed what textures placed where.
This asset was pretty much created from minimal amount of polygon shapes unlike the last two.

Texturing

Once again a pretty straightforward time with this asset although with the amount of lines of windows it did get a bit confusing but in the end I managed all the same.

Pictured below is the before and after



Exported and placed like usual 

DIGD602 Week 10? (is this really the right week?): Modelling of asset 2 and texturing

Modelling

To my relief after that last big asset, my second asset was a lot quicker to model despite retaining its own set of troubles and difficulties.
The base was fine, simple polygons such as squares and cylinders manipulated by bevel edges and boolean differencing. Then came creating the humanoid part of the sculpture. A lot of simple polygons pieced together and manipulated by face editing but I got to a conclusion that looked close enough to a humanoid holding a urn. 



Ncloth

Now came a new issue, creating a drape/hood for the statue that would sit over her head and shoulders. At first I tried to manipulate a simple plain since cloth = flat and bendy right? This proved too difficult and didn't result in a desired look. After googling a bit I learnt of a easy cloth modelling tool built within maya called ncloth. A ncloth material is a plain that reacts much like a cloth towards a passive collider (in this case my statue). After creating the required, the cloth will animate with gravity as an animation where you can pause the frame you want and make a copy of the frame without losing it and being able to delete the cloth safely.

Since it was  my first time using this tool the effect isn't perfect on my statue but it will do for a first time learning~

Texturing

Unlike the building which required far more textures, the statue was far more easier to texture. Simple full body stone textures of different shades as well as dirt for the garden part of the base.

Pictured below is the before and after



Exporting into Unity

After learning from the first asset, this export went smoothly. 

File> Export> Fbx> Embed Media> Done

Import> Statue.fbx> place> Extract materials

DIGD602 Week 9: Reading and abstract one on one + Texturing of asset 1

I began texturing this week and found the suspected issue of difficulty caused by the multi cut tool: Due to the tool placing an edge all over this caused a need for deleting and cleaning up the parts into their separate sections for texturing.

Pictured below is the before and after of the completed building


Due to my UV's being far too much of a mess, the textures are just flat images with the closest colours to what I wanted without being a flat lambert colour.

Exporting into Unity
After combining my individual polygons to form a single I tried to export my building as a obj. but soon found that my textures would not transfer into unity. After a bit of consulting I found the right way: to export as a fbx file. A file extension that I had never personally come across, but word is true the textures transferred over? But still appeared blank. Further trouble shooting revealed that I had to Extract my materials from the asset and low and behold it worked successfully after much frustration ^^ !

What's next?
I gotta hurry along to my second asset: my fountain which is progress since this asset was enormous. Progress should speed up from now on 😃!

DIGD602 Week 8: Learning about delegates and lighting + continuation of large asset #1

Holidays over and back to work! A lot to be done in a short amount of time haha..... 😅😅😅

This week has been a bit of blur quite honestly, class covered the lighting within Unity as well as rendering while thursday's was more coding focused. Diffusing the difference between events and delegates which was a little difficult to take in.

Besides class though; I have continued adding the finishing touches on my biggest asset; asset no 1 out of 3 (oh boy..) and readying it for texturing.

Pictured is my progress on the building, adding horizontal tiles to the building to make it look less flat and more interesting. Much like the rest of the building this was a painstakingly slow progress.
There is quite possibly a better way of doing this hmm..



And what do you know there it is.. ask and ye shall receive. My lecturer informed me of a way to divide my polygon faces with a tool called a "multi tool: Tools to cut, slice and insert edges on polygons" This tool was a great help and solved my window creating problem. I was not sure prior to this discovery on how to make the rectangles cut into the the walls. Although I am sure there will be a defect to this somehow.. the future shall tell.