Sunday, April 13, 2014

Colter Hasfurter - Week 10 Milestone

This week, I continued to work on the Hell assets, and made a few extra pieces for Heaven. I also created final versions of the power-ups.

Scene Transition

Heaven and Hell Gateways


Nothing major here, I just textured a few doorways so that it can be used as a transition from Heaven to Hell. The cars would go towards the black doorway and it would switch to the new area.

Power Ups

Speed Up and Slow Down

The red box is what you wants to stay away from; the lightning bolt representing the speed-boost. The green box is what you want for slowing down; the black barrel representing a substance of some sort that would slow the player down.

Rocks

Same Rock; Different Texture

Created a dozen more rocks (3 different rocks each with 4 different textures) to play around with in the Unity levels.

Hell Assets

Hell Bridge Piece

A bridge tile that uses the Hell textures.

Lava Pits

Hell Doodads to help clutter the hell level. The added spikes are to show that the spike pieces and such that I created last week can be applied to the basic objects I started with to add more detail. Both versions are saved.

Future: Continue work on the Hell Doodads and wrap up final details to already done doodads.

Monday, April 7, 2014

Jeremy Reid - Week 9 Milestone

I actually came up with a solution for our kart problems last Monday (one day after the last milestone); but since this is not documented yet I'm making this a part of my milestone for this week.

Anyway, I came up with the idea of setting each of Amanda's kart models as "child" objects of the original karts. I essentially hid the mesh of the original karts, and made sure that the new child objects were placed roughly in the same place. It worked out quite well.

Anyway, here are some proper screenshots of the karts actually working in-game. I've also made use of Colter's new purple leaf textures, because I felt that purple really brought out the heavenliness aspect of the level better than yellow.




Sunday, April 6, 2014

Amanda Hammack- 9 Milestone




            This week's efforts have gone towards learning a new program. At this moment I am attempting to become familiar with ZBrush so that I may create organic-looking character models. 3ds Max has so far been fine for creating structures and karts, but attempting to make a human skull in Unity has so far proven arduous. Additionally, In order to make the final kart I will need to learn how to create a fire particle system either in 3ds Max or in Unity. I will also need to create cloth that will, hopefully, be affected by the movement of the kart. Since we are in the final two weeks, I will need to prioritize the passengers over the drivers. If time runs out and I only have passengers to work with, at the very least the karts will seem to be possessed. By next week, I hope to complete Grim's kart (see above) and most of the passengers. I am also hoping that the steering wheel will have some movement by that time and that I will begin to understand how to create character models with joints, possibly by using the biped system.

Colter Hasfurter - Week 9 Milestone

Nothing ground-breaking this week, I started the clutter/doodads for the Hell portion of the race.

New Textures






AEC Trees Without Leaves

Normal and -90 degree for painting

I made 6 different trees without leaves; 2 of three different types.

Hell Doodads

Hell Lighting

Hell lights that are to go along the track. The only difference with the first one compared to last week is that it uses a different texture.

Door, Structure top, and Spikes

Structure parts. I would like to come up with a few other ideas for the bone texture since I thought the one object I used it for came out really well.

Structure Bases

Semi-Completed Hell Structures

The Hell structures are coming along. I would like to somehow add some lava textures to it somehow so its not all completely black, and hard to look at.

Future: Continue working on the Hell doodads. Jeremy also wants more Rocks to play with for the Heaven level.


Sunday, March 30, 2014

Jeremy Reid - Week 8 Milestone

This week was all about me cluttering our level and getting in some good screenshots. It was a long process and there are still some areas that need to be filled in; overall though, it's starting to look really good.

I placed many of Colter's assets in different ways to create unique buildings and landscape throughout the level. The screenshots I took by making a new "capture screenshot" script and can be seen below.






Amanda Hammack, Week 8 Milestone

   This week's milestone was all about texturing. Before adding materials, though, I finished the most complex kart in the series (Princess's).
   To construct the tentacles, I started of with a spring located under dynamic objects. I then used the soft selection to shrink one end and to dip the middle. I selected one side of the object, added a placeholder material, and inset it by the polygon. With those edges still selected, I tesselated them, relaxed them, and added a second placeholder material to create the suckers.
   To construct the strings of pearls, I started with the hose object stored in the extended primitives and modified the parameters until the connected polygons were at their smallest point and the cycles were equal in length, heighth, and width. After that, I used the soft selection to twist the hose over the tentacles. I then deleted the polygons bridging each of the cycles, used the spherify modifier on each cycle, and capped them.
   To construct the wings, I located a photo of robotic bat wings. This image had a higher value because the simple connecting structures would be easier to outline. I applied the image to a plane and created another, transparent plane in order to outline the structures. I then altered the wings to better fit my concept art, extruded the bones, and added a shell modifier.

 
 Once Princess's kart was finished, I set about adding base materials to each of the karts. Although they do not yet actually have a texture applied, this will allow me to set up material ids, assign the necessary slots, and create an appropriate naming system. Early on, before I made the concept art, I designed a specific color pallet for each of the karts. This pallet became especially handy when I needed a material to assign each of the karts. By assigning the lighter colors of the pallet to the specular levels, I was able to stay mostly true to the color scheme.







Colter Hasfurter - Week 8 Milestone

This week, I was planning to start the Hell architecture. However, Jeremy brought up a few last minute changes/fixes he wanted regarding the objects I've completed. The four changes being a minor fix to a AEC created Tree, a purple leaf texture, LoD for the structures, and the ability to paint the flowers on the Unity terrain. I got the first three done. However, I'm stumped at the moment as to how to fix the problem with the flowers, which I realized is actually a problem with ALL my self-created objects.

Fixes

A) The first two were very minor fixes to a AEC tree that wasn't painting properly, and creating a new leaf texture as Jeremy thought purple would look good for the heaven foliage.

New Leaf Texture

B) The third change was to go back and apply Level-of-Detail to my structures so that objects in the distance doesn't have as many polygons as it would be up-close; putting less strain on the Unity engine. It was basically a three step process

1) Make two lesser detailed objects alongside the original.

The Three Levels of Detail

2) Put them all into one group on top of each-other.

3) Press the hammer on the modifier list, click the More button, and go down the list to "Level of Detail." Here, you then press "Create New Set," and it will establish the three objects you had just created as one in the box below it. With this set up; the objects will now be greatly detailed up close, and less detailed farther back.

The Three LoD Levels Grouped as One

I then went about and did this for almost ALL of my heaven structures/parts that I have created so far. It was a very time-consuming process as I had to follow these steps for each object over and over about 30 times. The only thing I'm still not sure about is how these new LoD objects look in Unity.

C) As for the last fix, this one is still a work in progress. What Jeremy wanted was the ability to paint the flowers I created similar to how he's been painting the AEC-created trees we fixed last week. However, I came across a roadblock that has me stumped. 

The problem is that I'm missing a step in 3ds-max that needs to be exported with my objects. These components I'm missing are actually already done for the AEC-created trees.

My Object's Components Imported From 3ds-Max

The AEC-Created Tree Components Imported From 3ds-Max

As you can see, the AEC-trees create their own Mesh Filter and Mesh Renderer components in 3ds-max to be brought over into Unity. The thing is, these missing components are needed for the objects to paint properly in Unity, otherwise, you get an error and nothing will show up when you try to paint the object I created. I know that what I'm missing is something that bakes a mesh-map for the object in 3ds-max that carries over into Unity...I'm just bewildered as to how to go about this.

New Objects

Created a new bridge object. Nothing major here other then the bend tool being a pain to work with since I thought it would just be a simple curve to make a perfect turn piece. Instead, I just went with basic 90-degree rotation.

Diagonal Bridge Piece

I also started with a test-object for the hell architecture. It's a basic fire brazier that will be used along the road. The asphalt is probably not going to be the texture I'll be using to portray hell.

Lava and Asphalt Textures

Hell Brazier (Prototype Textures)

Future: Figuring out the problem regarding the missing components of my objects, and to continue on the Hell architecture.