Tuesday, 8 December 2015

GUI #10 -- Cover Art

I had some spare time, so decided to go over the art a little. I think Luthers version is great, but I decided to put it on an actual box cover. Even though it is for steam, I am using something called a backup disc box, which can be used to install the game via disc to steam.


Here is the front and back of the cover art. I used a picture Luther designed for the front cover, and I used various images Luther also designed for the game.


These are all the layers I used to make the cover art.


Here is the final design for the cover art. I changed some of the text on the back cover and I also added our group logo to various spots on the cover box.


Miscellaneous Assets

Miscellaneous Assets in this post includes small objects created and used in the game.



Chair created for the office space; generic shader applied as texture wasn't needed. The overall shape was constrained by the concept art, fitting in with the cartoony, skewed effect the game is utilising. I like the process in creating this asset, but would wish to texture it next time.


Ceiling support. Generic texture applied in-engine, basic geometry, utilising edge loops and transform constraints to create overall shape.



Desk Created as to the concept artists spec, with a working lamp placed on the top surface. This allowed me to explore Mayas' built in light tool, find the best combination of light and placement for export.



Door created using basic polygon shapes, with an extrusion on the front face to create the window. The handle was created as a separate mesh and combined with the door mesh.



Lamp was created as to uniformly light the scene, using the edge loop tool and transform constraints to create the overall shape. The faces where the glass would be was extracted as to allow another material to be applied, making the appearance of transparent glass, allowing a light source to be placed inside of the mesh.  





Both the floor plane and the windows were textured using hand painted .psd files. The creation of a texture tile made the application of the material onto a mesh appear more refined. Hand painting the texture in photoshop took its time, but I am pleased with the result, and I can reuse the texture for a later date.



The smelting pot was constructed using a basic cylinder polygon object, with the transform constraints creating the scale and shape. Edge looping and extruding the top faces allowed the object to become a container. Unwrapping the UV maps and importing them into Photoshop allowed the hand painting of the texture maps, these were then applied to the mesh. I enjoyed the texturing of this model, and I am pleased with the end result.


The light strip was created to initially light the scene from above. It was then decided that this asset would not be used, and became obsolete.




Generator

The Generator asset plays a key role in the game, acting as a puzzle, upon which the player must complete to continue their progress in the game.

They Grey-boxing of the generator follows closely to the concept art presented, and incorporates buttons, a cog, and some handles. The concept defines the generator to be skewed and stylized in design, with 2 pipes extruding from the top and the right side.


 After some liaising with our concept artist, it was decided that the pipes protruding from the generator should be modelled in a more stylized way. In addition to this, it was decided that the top pipe will have to feature a longer pipe, as to allow the generator to fit, according to the prototype, in the scene. 




As my first asset created for the game, I had to re-learn most of the basic tools in Maya. Next time I try to recreate an asset in Maya, I would like to spend a little more time learning the tool set, as this will allow me to become more familiar and comfortable with modelling. I am, however, pleased with the result in terms of a first attempt.

GUI #9 -- Group Logo

Here, I created a simple logo for my group work. Its a simple text layer, then I added a rectangle in the middle, with a line coming out the top to resemble dynamite. I added a slight fire to the end of the dynamite to make it look like the logo is about to explode. I also added the blog link underneath.