Monday, November 29, 2010

Week3: Modeling, Unwrapping, and Texturing

Due to time contraints I wasn't able to go back and re-work previous sections of the project so I'm pushing forward. My modular pieces are complete and I've begun constructing my level.


As I began creating my scene I chose base textures that I would use for each piece. Ussually, what I like to do to centralize my UVs before I begin unwrapping is I do a simple box UV map modifier. Considering the nature of Unity, I decided to attempt importing the textures onto my objects without fully unwrapping my objects. Sure enough, the information retained through the UVW Mapping modifier! Surely, there is probably some limitations to doing it this way such as shadows or light not functioning properly, however, I added a light to my scene and this is the results:




With this new method I'm attempting I'm focusing on making seamless textures instead of Unwrap UVWing every object. Specific objects that are modular and would be acceptable to a single simple texture, I may leave just the way it is. However, for more complex objects such as the monoliths, I still need to unwrap and create a custom texture design for. I don't particularly feel comfortable using this method because I'm unsure of the results, however, I feel a lot of this project is focused on experimentation and I'm very interested to see the results of this method. If it works the way I imagine, it could save me a very large amount of time on the more basic objects. Though, it is too limiting to use on the more complex objects.




Monday, November 22, 2010

Week 2: Final Previsualization

This week has been quite productive. I've completed the color scheme, the map, as well as two of the three concept arts. Next week I'll be adding the final one and any touch-ups if I have time.

The first image below is the concept art of the completed asthetic. This image provides information of two of the three monoliths. The third monolith is understood due to the bridge extending outside of the imagery. This concept also gives an understanding of the ground plane and its detail, emphasis on the blood veins that rest on top.



 This image is not as complete as the previous but provides information of the underground section of the level. you enter this area by jumping through the mouth-like structures. This area connects several pathways below the main monolith as well as extends up into the main monolith.





 This is the map in its entirety. This level is intended to be completely symmetrical, so even though the legend cuts off a small portion of the map, it's understandable what information is missing by looking at the top left corner.




My goals for next week is to finish developing my models to import into Unity, add more information to the map, as well as finish my last concept art, and clean up the second concept art.

Monday, November 15, 2010

Week1 Preplanning and Previsualization Phase1

Due to being unable to use a Wacom Tablet right now I can't come up with concept art for the upcoming level for the next few days. However, this will come next.

In the mean time, I'm currently occupying my time with various organic shapes attempting to get interesting results. This project is specifically focusing on organic modularity so I want to spend the majority of my time developing exactly that. Here are some of the more interesting results for this project:








As for the game design aspect of this, I've always felt that building vertically is more interesting than building horizontally, as a result, I want to emphesize on exactly that. It is my intent to make a symetrical level with the center point being a high elivation. In addition to that, I want both Player 1 and Player 2's spawn points to also be elivated high, with long corridors that stretch across into the center of the level.

Gameplay and battle-wise, this gives the player an opportunity to shoot down onto the enemy if the enemy is below, or inside the structure in the center. This also gives an opportunity for close-combat in the center while minimizing the time duration to encounter the opposite player.

Texture and Color-wise, I'm going to attempt to use red decals to resemble blood and/or veins. Large structures that can be walked on I want to have a grayish tone resembling bone. Various other forms of architecture I want Blues, Violets, and Greens to add more fantasy to the mix.