Contribution time
Billy: During the Unknown Territories unit I have partaken in a number of roles, as our joint team leader, I am also our lead concept artist as well as the lead world builder, I have been in charge of keeping order in our roles and jobs we must complete over the unit, by allotting a time table to the group and allotting jobs to each member depending on their strengths and designated sectors. I have also been a main part of the ideas and concept behind the game. Being planning and design behind the game and what the game actually is. It’s backstory and main story that will give the game it’s contextual filling. And the physical level design and character concept design and how the game it self will actually be built. Because of this I have been behind the actual world building of the game itself, taking lead of the Unity game engine and bringing the plans to life from paper to 3D. Due to the fact I have been building the actual game, I have had a small part in modelling but mainly in the coding and organisation of these models and how they will be used in the game from scene to scene. This leads onto the scripting and recording of in-game sound and dialogue, which has been scripted by myself, planning the characters we will need, what they will say, and also the environmental sounds that we will need. My job is to take each group members contributions, add my own and combine them together to create our game. To help our game on a promotion side I have also partaken in the design of our own website, video play through and teaser trailer to help project our game on a more public level.
Josh: My role for the group is leading 3D Modeler and texture Artist. I have currently made all of the building in the game and lots of the assets like bins, TV’s, shelves, lights and more. My intended outcome for the game is to create a walk through town. The town will be based on a mid-90’s style, run down American town. The culture will be around the 90’s with old electronics but most of the architecture around the town will still be around the early 1900’s. I am currently working on texturing all of the interiors of the building that I have created but still creating some assets that pop up like the town gate. I have already completed all of the necessary buildings that are needed in the town including the school, town hall, gas station and much more like all the generic houses and shops that will not be accessible. My next task is to complete all the interiors of the buildings that will be accessible in the game. This will include making the walls, doors, floor, ceilings etc. but also I will need to created the main assets that will be needed like front desks, shelves and other things that will affect the area that will be walked around inside. Overall I think it is going well but I still need to improve on sticking with an architectural theme when building my models and also even harder, creating textures that will apply to that model to give them that accepted feel that says “yes, I believe this is an interior that suits my environment”. I also need to improve on my lighting skills so that I can test my models and textures to see it they will look good or acceptable when imported into unity.
Kieran: My role in the group is character modeling and my secondary role in animation, the main focus will be on creating the two main characters from box modeling and then rigging and texturing of the models and keeping them as low poly as possible, the other secondary characters will be edited copies of the base two models to save time, my outcome is to have the two primary models completed finished with completed textures and rigged ready for animation, as well as the primary characters I will work on the other secondary characters to make sure they fit seamlessly into the game, as well as the characters themselves I will assist in animation of the characters and certain assets to add into the game to make the world feel more alive. I need to improve my time keeping of creating the models as I have spent my time experimenting with Mudbox, Zbrush and box modeling in order to create a character and this has meant slower results in the character creation process, I intend to use a combination of multiple programs in order to reach the best possible outcome. My progress so far has consisted of a lot of experimentation with both animation and character modeling, in the early stages I created some quick concepts of the main character that I expected to be changed eventually and from there I created a simple character model and then rigged it and created a few different animations to test the mesh ands to see how I would need to improve in my process, after that I worked on animating assets in the game world for example a cat walking across the street and a few others but again they were mainly experiments in which I could go back to finish later on, at this current time I have created a few box models to improve my knowledge of the process and am currently working on the main character, the character needs to be quite low poly as the way we are using the characters we do not require too much detail on the model but once I have the basic shape and structure I will move on to the other character and then I can begin to think about adding clothes and textures.
Phil: My roll on this team is primarily making 3D assets and texturing them as well as texturing 3D buildings that another team member creates. I need to create 3D assets to fill the world such as vehicles in different colors, a bridge, bins as well as assets for the interiors of buildings such as sinks, seating, tables and other similar assets. I then need to texture these assets so that they look believable and to fit in the environment we’ve set for our game. I have to texture the buildings that Josh creates to also make them look believable and to make them look like they really belong in our environment. To do this I need to refer to reference pictures that Josh used to initially create them. I then need to add ‘decals’ to the buildings to give them the abandoned look that we’re going for with the game. What I plan to get out of this is having enough real looking assets to fill our world so it looks like a real town with realistic looking models so that when the player walks around our town they can really believe they are walking around a town and not walking around an obvious half-created game world. I’d like to improve my modeling techniques and learn how to use Maya as well as Maya’s texturing system as I have been swapping models between Max and Maya. Furthermore, learning Maya will speed up my texturing process as when I download a 3D building from Josh made in Maya and put it into Max, extra triangles get put in as well as lots of dummies which I have to remove. I believe if I learn't how to use Maya efficiently enough, it will help speed up my flow of work.
0 Comments:
Post a Comment
Subscribe to Post Comments [Atom]
<< Home