Thursday 29 October 2015

Character UVs

I set up my UVs and cut the seams, but when I used the automatic unfold it made everything asymmetrical.

I corrected this my hand using a combination of automatic unfold, scaling and moving the UVs, and using the smooth UVs tool.

However after speaking to one of my tutors I figured out why the automatic unfold wasn't working, it was using the legacy setting as I needed to turn on the Unfold 3D plug-in.

So I remapped the character using Unfold 3D.

Then mapped the satchel as well.

I'm aware that the layout of these UVs could be better optimised but due to the time lost because of technical difficulties I'm going to move on to the texturing as soon as possible

Heather

Sunday 25 October 2015

Character Model

Here's the model sheet I was given to work from.

To start with I blocked out the entire figure, starting from the torso with the arms, legs, and head extruded out from there. At this stage I was focusing on getting a solid form to work with and following the model sheet as closely as possible.


I made two major deviations from the model sheet before carrying on. I restructured the feet to be more anatomically correct, and made the breasts smaller to be more in line with the front view and more finalised concept art.

Adding edge loops and refining the shape. I also added the hair by extruding off the head and down.

To make the face I hid the figure I'd already made and followed the method described in this tutorial, but at a lower level of detail.
http://www.3dtotal.com/index_tutorial_detailed.php?id=1804&catDisplay=2&roPos=1&page=2#.Vi094PnhCUl

After combining the face into one piece I deleted some of the edge loops in order to simplify and refine the topology.


After mirroring the face I altered the proportions to be more anatomically correct whilst retaining the style wanted. This meant deviating from the model sheet but that had not translated into 3D very well.

To finish the model I combined the face with the body and hair, editing edge loops as needed. I then added more detail to the hoodie, belt, shoes, and hair, then finished modelling the satchel.

Overall I think this stage has gone very well, it has been an excellent opportunity to hone my modelling skills and I'm pleased with the outcome. If I were to do anything differently I would try to keep the edge loops more even and perhaps try to think of a different method for making the hair.

Heather

Thursday 15 October 2015

GreyBoxing Walls

The confines of the level was first to be defined by grey-boxing the playable area of the game. The scale and dimensions of the modelling was extracted from the paper prototype and concept sketches. Windows and door cut-outs in the wall meshes have been placed according to the prototype and concept art, allowing for assets including doors to be placed on the mesh.
The overall layout of the grey-boxing constrains 3 rooms and a hallway.
walls
This mesh was then refined, with changes to the overall shape, dimensions and placement of windows, to adhere to the concept art better.
side_walls
The stylized shape of the windows and doors hints at the art style used the game. This style, however, dictates that there were to be less windows and openings, as to bring a gloomier atmosphere; this means that the interior of the building will have to rely on ambient lighting and other light sources to create the desired atmosphere.
walls_skew.JPG

top_walls
Next, some rough assets have been dropped into the scene, as to allow correct measurements and the desired playable area. These assets lack textures, so rely on shaders at this point for depth.

walls_with_asset_5.11
walls_with_asset_2
walls_with_asset
The next steps for this scene are interior light placement, window greyboxing, inclusion of more assets, and texturing.
Here is an example of adding lighting through the unity game engine:
render

Wednesday 7 October 2015

Paper Prototype

To get a better idea about the mechanics and design of the level, I made a paper prototype vestion of the game. The main goal of each level is to find the ghost thats hiding somewhere, and the player would have to work out how to get to it. As a group we all descused the different macanics that could be featured in the game and when through different layouts. We then decided on a simplistic layout that better uses the limited space we have to make the level. 


As the character is a spirit midiam, we wanted to give her some sort of powers the player to use. At first I thought of giving her some sort of amulet that she can use to track the ghost, which would play into the hide and seek element.  But then realized that the whole purpose of the game is to get to the ghost, which you can't do unless you already know where it is. Instead, we made it so the player can easily tell where the ghost is as it redaiats a blue light, making the goal easier to visualize. I changed the amulet to a cristil ball that florts besides the player and acts as a light scourse.
The player will also have a small bag in wich she keeps all the items that can be collocated during each level. We then made desided to make this the gui for the inventory.


I definitely wanted there to be sepret rooms for the player to search through as it would keep the game interesting. So we went with a main room, which will have mostly iron smelting macheans, so the player can immediately see its a factory. Theres also a hallway that leads to a spare room with a generator, and an office.

The level will start in the main room. During the cut seacn you will be abale to see that the ghost has hidded behind a door. During the game, the is very obvise as she will eminat a light that will be easy to see. This is where the player wants to go, but the door is locked. In this room there is also a molding meachean, a cabinet blocking a door and a smelting pot.
The machean alrady has a key mold in it, but theres no power. If the player pulls the lever, it will move the smelting pot past the cabinet and too the machean. The pot is empty and brocken, but it still knocks down the cabinet, which allows the player to go into the hallway. A kay also falls out of the cabinet which they can pick up.
The first door leads to the spare room. I here they will be a genatater and a wench. The genatater can power the machean in the first room, but a seaquant much be imputed to tern it on. The wench can be used to fix the smelting pot.
In the office, there will be a locked bookcase. The player can use the small key to open it and find a peace of paper. This paper will have the answer to how to start the genatater. The player can also find some silver cutlaty hidden inside the draws in this room.
Once the genatater is on and the pot fixed, the player will need to put the silver into the pot so it can be melted and ternt into a big key. This key can then open the door where the ghost is and the first level will be complete.



After showing pears and letting them play though it, I realized they could melt the wrench it make the key instead of needing to find the silver. Because of this we desised to cut the cutlery out the game. 

Tuesday 6 October 2015

Luther - Ghost



Ghost


As only one character can occupy the game play segments, the ghosts design is twofold. After some discussion, we imagined the ghost to be a child, a girl who had died when the steel mill was initially a workhouse during the Victorian period before retrofitting. In game play the girl takes the form of small wisp, a small glowing spiritual that freely moves about the building. In cut scenes however, her true form manifests as a ghostly child clad in white gown surrounded by a blinding white aura.

Luther - Concept Protagonist



Character

The protagonist is Lavender (L for short), a young girl who is both a spirit medium and the daughter of a seer. The design I imagined for her was a girl around 18-20. Her attire was to make her look like an urban rebellious teen, bearing amulets talismans and charms, and additionally a satchel which as part of the inventory system. 










The colours I predominantly looked at where dark purple, magenta and mauve etc., as those colours are frequently associated with mystery, as well as toying with various different patterns for her clothing. Additionally she was to also be accompanied by an unusual conjured purple orb that would act as a type light source to illuminate the dark areas of the mill, instead of a standard flashlight or lamp.