Thursday, 10 November 2016

Indie Dev Project: Concurring Demons


For this project we was tasked with creating a 5 minutes prototype of a game of our own choosing, with the only restriction being the game needed to have inference (telling the player information/exposition without telling the player everything, for example, item lore in Dark Souls telling the player about the world without sitting them down and explaining everything). We also needed to make a 2 page Sell Sheet, explaining the main themes of the game as well as trying to promote our game in some form of businesses situation. The final task within this project was to create the game with a minimum of 3 different mechanics.


Week 1:


Within this week I wanted to get as many ideas and prototypes created. I used a random word generator and other sources such as pre-existing games and other media to be inspired. My first main idea was to do a reversal on the well-known Arthurian Myths, where the Knights of the Round Table are the antagonists and the main character is a Blacksmith wanting revenge. I created a few conceptual drawings showing some of the movement within the game just to begin designing.

Primary Movement Sheet
Primary Landscape



Primary Landscape 2

I realised however while creating this my knowledge of UE4 as well as the overall time I had to create this would be impossible at the skill level I am currently at; as I would need to create diverse combat, mechanics and an open world for the player to be able to play in, essentially trying to make an RPG.

I refined my ideas and eventually after looking for inspiration at games I have previously enjoyed my idea stemmed from the Silent Hill franchise. I enjoyed the idea of the personification of ideas such as thought, fear and other non-visual entities.

I refined my idea further by talking to fellow peers and eventually after creating a mood board for the overall set design I had the main premise for my game; where you play as a man stuck in an asylum, where each of the patient's unique disorders have become creatures with their own personalities and mechanics within the game. By using a Mood board i was able to better visualise the prototype i was planning to create, helping me think of mechanics, visuals and the overall mood of the game

Moodboard


With the main theme of the game being inference, I figured that as the player wasn’t being told what each creature represented, as well as the other twists in the game, the player would be able to play the game and figure out what was going on.




Week 2:


By this point I had my overall story done and was able to start creating concepts and assets I wanted to put into the prototype. As I had assets left over from the original idea I had, I was able to use one of them that was a book as an interactive item within the game to give the player information. I also created a bed modelled from a few real world ones and found these to be able to build up the prototype to give a little more life into the setting.


Book Asset


Bed Asset


As I was still finalising certain parts of the initial concepts for the game I decided to make the main character a therapist rather then an actual patient within the game, taking away some of the cliché of the horror genre and giving a different outlook on the creatures in the game rather then them just being monsters. I liked the idea of it being almost a third party kind of outlook on the situation of mental illness, as rather then alienating real world people suffering from these disorders, I feel the player would be seeing it through the eyes of the therapist (a twist within the game that would be shown much later on) and how he sees his patients.  (http://www.nhs.uk/conditions/Schizophrenia/Pages/Introduction.aspx, http://www.rcpsych.ac.uk/healthadvice/problemsdisorders/schizophrenia.aspx, https://psychcentral.com/disorders/paranoid-personality-disorder-symptoms/, http://www.webmd.com/mental-health/dissociative-identity-disorder-multiple-personality-disorder#1,) Each of the creatures I made concepts for i wanted to have an overall theme as well as some symbolic elements of what they represented. For Multiple Personality Disorder, I liked the concept of Asura from Buddhism, in which it has multiple faces. I also included masks to represent each personality from seeing the Comedy/Tragedy masks.


Multiple Personality Personification Development

By the end of the week I had finished the concept art of the first creature and was starting the second. As I knew I would not have the time to model the creatures themselves, I thought it would be easier to show the player what they would look like on the Sell Sheet instead.


Sell Sheet - First draft:


As I had never made a Sell sheet before I was felt very restricted in how I was going to portray my game. My very first draft was a simple grey gradient with the images and information about the game simply sitting on top. After looking at previous Sell sheets however I knew this wouldn’t be enough and looked almost lazy. I wanted to be able to keep some of the themes from main game present and decided to start working on it again.

First Attempt at Sell Sheet



Week 3:


At the beginning of this week we began by setting up own controller. To do this we opened UE4 and set up actions and axis controls such as “W, A, S, D” to control movement and the mouse’s “X, Y” to control the camera. We set up camera (on our characters we also added a spring arm to be able to control the camera) and then moved on to setting up the blueprints so UE4 would be able to process the commands we were inputting. Once we were able to control the character and move the camera we moved onto level design.

Action and Axis Inputs

Movement and Looking Blueprints

This is particularly difficult for me as I had no prior experience with UE4 and had to learn through workshops, YouTube tutorials or from my fellow peers. I began by making the starting room for the player and building out from there, laying the floor plan of where the player’s path would be taking them. Taking inspiration from the idea of Unicursal and Multicursal mazes in games (games that have a singular path the player can follow or multiple paths/dead ends the player can follow) I decided to mainly stick to Unicursal, as I wanted the prototype in particular to be able to tell more of a narrative rather then having the player not be able to infer anything about the game or its story.

Different Kinds of Mazes


Since I was still new to UE4 and Blueprinting within the system, I found it difficult creating mechanics that would fit my game easily. I knew I wanted the game to have elements of platforming, puzzle solving and to incorporate at least a little of one of the creatures mechanics in the prototype.

I started out by drawing a crude rough birds eye plan of the game, as the game is set in an asylum, using simple corridors with arrows and colours to represent parts of the corridors worked best to create a basic idea of what the player would be walking through.

Basic Birds Eye View of Game


Once I had a rough idea of where the player would be going, I began by making the starting room and built out from there. This made it easier for me to start creating a game especially being main Unicursal, as I simply had to make a straight path, but as I was the setting was inside of an asylum I was able to add corners and different corridors, which made the game a lot more engaging then a simply straight path.

First Room

Corridor


I decided to go with creating Paranoia’s level as I found this would be the easiest to demonstrate within the prototype without giving too much away to the player. I began building the basic level design before trying to work on the mechanics.

Since i knew the basics of Paranoia's level I also wanted to create the option for the player to be able to sprint and crouch within the game, to do this I experimented with different sprint speeds as well as the overall walk speed for the character.

Crouch and Sprint Blueprints

By the end of this week I was also able to create health and stamina for my character. To do this i needed to learn how these work within UE4 (which essentially is all to do with numbers working in the background and the health bar decreasing or increasing these numbers in a progress bar fashion).

Before doing anything however I needed to make something called a variable; these are unique nodes within UE4 that are made to do certain functions, for example a Float (Light Green) node represent any number with a decimal point, anything like -223.4567, 19042.483 etc or a Boolean (Red) node can be used for true or false data, such as Events within the Blueprint. These can be really useful as in this instance when creating a health bar, a Float node with a set amount of health has much more flexibility then an Integer (Teal) node with fixed numbers (no decimal places). Integer nodes would be used for something like ammunition within a game, as a player can't have half a bullet.

Examples of Variables

Once I had created all the variables I would need I now needed to create the bars representing both health and stamina in UE4, then make a HUD for the the bars to sit in for the player to be able to see.

Max Health Blueprint (Pt1)

Max Health Blueprint (Pt2 with level reset)

Main HUD Screen

Health and Stamina Blueprints


Once these were created they could be iterated into different ways, such as jumping costing certain amounts of stamina, being able to regenerate Stamina over time, being able to take damage and many other ways.

Stamina and Jump costing Stamia
Stamina Regen



Week 4:


The original design of the level was to have the player follow the create where its search light would circle the room (which would be a fully model Paranoia if the game was to be fully finished), and the player would have to keep behind the creature while ducking behind obstacles to avoid being seen. To start I simply made the area that the mechanic would take place in; this was fairly simple to create as it was a box room with different kind of obstacles within the room for the player to be able to hide behind.

Paranoia's Level


I really liked this idea, as it would be hinting at the creature’s representation without giving too much away. However I found that creating the Blueprints for the AI was extremely difficult and I didn’t know how to combine the Blueprints to make it work.

However I still wanted to use this mechanic within the game, so with some help and tutorials I was able to create a light within UE4 that if it saw the player it would cause damage, which would turn on and off slowly. The way this works is having a light on top of an invisible 'pawn-sensing' within the Blueprint; the pawn sensing is always on, but only caused damage to the player if the player is within the light as well, setting up a condition so the player doesn't die immediately when stepping into the light. Once this Blueprint was created I was able to plan to iterate it to create different situations for the player at different difficulty, (including Paranoia's room).

First example of Damaging Light

Damaging Light Blueprint

To create a harder version of this now i had all the obstacles in place, i duplicated the original light, and moved it to the other side of the room. I removed the flicker function on the light so it would stay on continuously, and used a 'Matinee' (which lets your animate within UE4) to make the light move back and forth, which made the search light that would represent Paranoia.

Finished version of Paranoia's Level

Matinee to allow Light to move

After a lecture with the project leader over types of pacing in games, I was greatly inspired by the Japanese structural narrative design of Kishotenketsu, where (in a games sense such a Super Mario) a mechanic is introduced, developed, twisted and then concluded. Although I wasn’t able to conclude mechanics, as I wanted to use as much variety as possible, I was able to see mechanics that I could combine them with others, making them increasingly difficult while still making the game engaging.

While this was going on I had researched and finished the concept for the second creature as well, as although I knew I wouldn’t be able to model this one or create the mechanics for its as well, I wanted to show the player what would later be in the game if it would be fully finalised and released. I took a lot of inspiration for this creature from existing artwork, as well as my own ideas. I liked the idea of the holes in its mask letting the light through looking for the player.


Paranoia Concept and Development





Week 5:


By now I had create basic moving platforms by using the Matinee tool (which is used by setting up key frames and dragging what needs to be moved and turning it into an animation) as well as the light for Paranoia’s level. I realised the player was walking on a set path so I decided to involved a locked door and putting the key at the end of Paranoia's room, which the player would find a book referencing the door as well as the light, without telling the player what the light specifically does. This was the player would be introduced the mechanic of the light in a simple mechanic, where the player would also be able to regain health afterwards if they were to greatly injured.

Platforms added to first area

Example of Matinee
Matinee for Platforms
Book Blueprint (for interaction)
Individual Book Widgits


To begin this i designed the level which would branch off into two paths. First i had to make the game fair and give the player a way to regain health (keeping to the theme of Kishoketsuken in games were a mechanic is introduced fairly so the player can understand it.) To make the health pick up i made a cube with a box trigger, with a Blueprint inside essentially saying if the players health is below max, the item can be picked up and the player will receive health. To make the box float in a non-threatening manner i used the vector function within the event graph and added that to the Blueprint as well to make the box float.

Health Pickup Blueprint

Vector Sheet for Health Pack

Key Blueprint

Once I had made these mechanics (The Book, The Light and the Health drop) i decided to have a few of my peers play-test what I had made so far. Most of them enjoyed the idea of the light however a few said the light was a little slow, as well as only having one health pickup to get through all of Paranoia's level was a little unfair to the player. 

"I enjoy the whole idea of it, but kind of feel like its not very easy to get through, considering once you die you have to start all over again...Also the book is a little difficult to see, i turned left without even thinking, so maybe put it before the light" (Curtis Mason- 4:18:30 to complete the game).

After hearing this and replaying the level myself, i moved the book into more of the middle of the room, as i didn't want to put the book referencing the door to far away, as well as not wanting it seem like some form of tutorial (breaking the immersion). I also added a second health pickup at the end of the room to make it more fair for the player; as well as taking into consideration that there was no checkpoints yet, so i made a plan to add those into the prototype at a later date.

Animating the door was fairly difficult to grasp as it was another skill (Vectors) I had to learn an put into practice within UE4, however as one of my other projects was focusing on making a high poly model of a door within Maya, I was able to export a low poly version of it and use it within my game.

Asylum Door Asset

Once i had exported the door as an entire mesh as well as its individual parts (Frame, Bars, Lock and Door) with a little help i was able to set up Vectors to move each part alone certain axis' once the character enters the box trigger. For example the bars which move first move alone the Z axis first moving upwards, then the lock, and finally the door, each moving along their respective axis', creating the animation of the door opening.

Asylum Door in Game

Blueprint Sheet for Door (Pt1)

Blueprint for Door (Pt2)

Vector Sheet for Door (Pt1)

Vector Sheet for Door (Pt2)

Door with Lighting

As the project mainly focused on Indie Development, with essentially making a game (or at least a prototype) I was able to use existing assets, ideas and other things from other projects, and recycle them for this project, which I found worked really well for creating the prototype as well as saving time.

By watching more tutorials as well as testing other blueprints, I was also able to make different kinds of lighting such as flickering lights and even lights that turn off once the player enters them. As lighting is essential to a horror games atmosphere (if that’s the type of game a person wants to create) once I was able to add some different kinds of lighting within the game I found the prototype was starting to come together.

Lighting in Game

Finished Lighting

Finished Lighting

Flickering Light Blueprint

As the main theme for the game was psychological horror I wanted to add in more mechanics or sequences that play off this theme. After a workshop with project leader I wanted to add in some form of mechanic. I decided I wanted to almost like a ghost that would run across the opening in the hallway and would disappear before the player could get round the corner.

To do this I first made an actor blueprint and imported a third person skeletal mesh as well as a pre-made third person animation to make what was running across the screen seem more human looking rather then a cube and sphere. Once the aesthetic of the mesh was made I needed to create the Blueprint telling the Actor what to do. I also needed to create a Nav Mesh for the Actor (which tells the AI where it is allowed to move to). Once all this was created along with using a print string node that allows text to appear on screen once the animation starts. Finally I need to set a trigger box around the corridor so the player would see the Actor running across the screen without getting to close.

Navigation Mesh for AI

AI's Blueprint

I was also able to finish the third and final concept for another creature within the game. Although I knew I wouldn't be having it's mechanics within the game, I thought i would be nice for reader of the Sell-Sheet to be able to see what another of the creatures might look like within the game. This creature is supposed to represent Schizophrenia, having the peaceful deer skull on top, with a light similar to an Anglerfish with the light to lure in its prey. I liked the symbolism behind this piece with the creature having a ghost like appearance, as it would trick the player with it's peaceful demeanour before revealing its true self.


Schizophrenia Concept and Development



Sell Sheet - Second Draft


For my next draft of my Sell sheet I wasn’t too sure what to do. Only having two pages to work with didn’t give a lot of space to show the best features of what the game really could be. As I had already drawn up two out of three creatures within the game I decided to draw more concepts to present them on the Sell sheet.

As with examples and thoughts from my project leader, I planned to incorporate some form of element from within the game to be the background of my Sell sheet. As the game was set in an abandoned asylum I thought I could user a concept image as the background as I believed this would be a good way to show off the theming of the game without taking up to much room.

The image I used was a hallway concept from the game, having the first hallway dark and seemingly unending, where as the second page of the Sell sheet would have a light appear at end, revealing a monster coming into view. Although I thought this was originally a good idea, once I started adding text and images to the sheet I realised all the focus was being drawn to the background and none of the information would be given attention. The overall image was too dark, and most of the text was being lost within the background, making the Sell sheet useless. I scrapped this idea and tried starting brainstorming again for another background.


Second Attempt at Sell Sheet




Week 6:


By this week I have been able to finish areas one and two for my game (that being the opening area and Paranoia’s level) and it was time to move onto the next stage. As the prototype needed to have five minutes worth of gameplay, I decided to use the process of Kishotenketsu and combine the elements of the damaging light and the moving platforms for the end sequence of the game.

For the platforms I used the Matinee function within UE4, and for the light I was able to recycle from Paranoia’s level. A lot of the prototype I found myself to be recycling already existing mechanics within, however as I was taking inspiration from the structure of Kishotenketsu, I found this to work well to increase the difficulty for the player without having to break the immersion of the experience with multiple tutorials information pages.

Combined Mechanics (Light + Platforms)

Combined Mechanics (Light + Platforms)

This way the player could experience each mechanic, understand it, and then once the difficulty increased the player wouldn’t feel like it was unfair or confusing, as they have had all the time they need to get used to the mechanics.

I combined the moving platforms with the damaging light to create a more difficult obstacle course, having the player needing to jump between platforms as well as using the crouch function to hide from the light. In hindsight I feel i could have put a more complex twist on the mechanics, however as I was still struggling to fully understand Blueprinting with UE4.

Once the overall stage was created I had someone play test it a few times to see what they thought of the overall design. At first they found it difficult to jump to each platform as well as the floating blocks. They also felt they didn't have much time to take everything in and kept dying on the second stage.

"It's pretty difficult to navigate the platforms. I get it's a horror game but with the lighting so low I honestly can't see the platforms. I think you should put a checkpoint halfway through, otherwise people will get annoyed at dying over and over again." (Ben Lilly - 10:11.53 to complete the game)

Once I had reviewed what my play testers had to say I went back and decided Checkpoints where the first thing I'd need. To do this i watched a few tutorials online and tested different kinds out to see what worked best, and eventually found what i needed

Checkpoint Blueprint

I also added more health packs as well as making the floating platforms slightly easier to jump onto, as i didn't want to make it too easy for the player.

Platform Area
Re-vamped Platform Area


Sell Sheet - Third Draft

My third idea after discussing it with project leader was to have all the information about the game being on the label of a medicine bottle. I thought this too would also work really well as it would portray the main point of the game about mental illness while at the same time being a different way to market the game, rather then a 2D sheet.

Once I had drawn out and coloured the bottle, I began adding text and imaged to the sheet. However while adding images to the sheet I realised I was running out of space really quickly, as was wasting a lot of space with the background. Although I could have possibly made the images or text smaller, I felt this was too much of a gimmick and scrapped the idea again. Even though I thought it would have been a clever idea, I eventually felt that I was wasting an incredible amount of space I could use instead to show my game.



Third Attempt at Sell Sheet




Week 7


By this point I had finished most of the game and was now applying final touches. I had put the final parts of the level in after the last platforming area including a room identical to the starting room however this time with a door and a book giving the player some form of explanation and exposition. I did this as i found this fitted the idea of the prototype or hallucination, however it could still be open ended and alluding to a much bigger and more complex game. 

End Corridor 
Final Room



Once the entire prototype was finished I once again asked someone to play test it. After they had played it I once again took their input into account and tired to see what i could change. The people who had already played the prototype before where happy with changes I had made, saying it felt "a lot more fair to play". I asked a new person to play the game to get their point of view as well. 

"I really like the concept and lighting you've put in. The only problem I'm having is knowing when I'm taking damage. It's all well and good to have the health bar there but It happens so quickly its kind of hard to know why you've died and have to try again. Maybe try putting in a camera shake function to when you take damage..." (Greg Morely - 8:32.16 to complete the game)

After hearing this I thought it was definitely something to look into, as if i lowered the damage I felt the health pick ups would seem a bit meaningless. I watched a few tutorials online and once I knew what to do it was mainly adding Blueprint nodes inside the character blueprint.

Camera Shake Details

Minus Health Blueprint + Camera Shake


By this point I was happy with the game; I had added all the mechanics I wanted as well as iterating them and applying them to different parts of the game. I was particularly happy with the overall level design, by using the lighting and overall atmosphere in the game to create what I was hoping for, which was the overall aesthetic of an asylum. Although I feel that I could of added much more mechanics to the game, possible incorporating one of the others creatures mechanics within the prototype, with my current level of knowledge of Blueprinting and UE4 as a whole, I knew that with I wouldn't have the time to add another complex mechanic within the prototype.

The last thing I added this week was a start screen as well as music to set the mood for the game. To do this I used an existing concept art image I had made to go on my Sell Sheet as the background of the start screen. To begin I made a new HUD widget which would appear on the screen first before the game; this HUD would have the background and three buttons, each saying "Start, Controls and Quit" respectively. Once the overall HUD was mad i went into its event graph to start setting up the Blueprint. 

Start screen HUD

To do this I set up the blueprint making it the first thing the player would see and assigned the buttons to different functions. The start button would begin the game, spawning the player at the player start feature in UE4. The controls button would make another widget appear on screen displaying the controls (which i also had to make myself within Photoshop). This widget also has a button that would appear allowing the player to press it to come out of the controls menu. Although there is a way to set it up for the player can simply press the controls button again, I felt this simply added a little detail to the start screen. Finally the quit button simply quitted the game. 

Blueprints for Start Screen (Pt1)

Blueprint for Start screen (Pt2)

Once all this was created I tested it to see if it worked and moved onto adding audio into the start screen. Since i didn't know much about importing audio into UE4 I decided to use the default audio that came with the UE4 starter content. To do this I needed to made a music cue, and then hooked up the nodes within the Start screen HUD to play once the game starts and ends once the play button was pressed.

Audio for Start Screen

Sell Sheet - Final Draft


is finding journals to give the player exposition and information. I decided to make the background of the Sell sheet look like ripped out pages from one of the journals using effects within Photoshop.

Originally, this idea stemmed behind all the information about the game being left to the player, which in turn could be presented as a Sell sheet. The problem with this was depending on would be reading the Sell sheet, different types of language and formality would needed to be used (like comparing the Sell sheet of a Kick-starter game to a AAA game).

In the beginning the Sell sheet was rather plain, only having a light grey background and the images seemingly placed randomly onto the page. As I was told we weren’t allowed to use pre-existing images (such as for mood boards) I needed to get rid of some images. 


Fourth Attempt at Sell Sheet (Background Theme Chosen)

Because of this I created some new images to fill the spaces. To do this I took screenshots within UE4 and then coloured over them, showing what the finished game may look like. I wanted to take more pride in my work so I looked at colour schemes and organisation on a page, and began to iterate my work.

Final Sheet

I decided to use both kinds of language, as the top of the Sell sheet would have an extract written seemingly in handwriting addressing the reader directly. With this being the main thing that draws the reader in without giving to much away, I could then move onto talking about the game itself.

Eventually I found a type of font that worked and was able to make the Sell sheet look like some form of CIA looking document, having the images look like they are 3-dimensionally placed on the sheet and the text looking for formal. I also looked into Iconography and used it to give details about my game in a way people would remember, such as having an icon of a brain telling the reader it was is a psychological game.

Overall I am much prouder of this Sell sheet, as it shows a lot more detail and time being put into it compared to my very first one. Each conceptual image can be seen clearly and nothing seems to overtake anything else. I’m glad I was able to implement the creature’s concepts images I worked so hard on as well as showing their mechanics in a very simple but aesthetically pleasing way.


Wednesday, 20 April 2016

Time Machine Project




Week 1: (Research and Basic Design)





When I began working on my Time Machine I had a rough idea of what I wanted to do. I wanted a platform that transported the user through time rather then an object, so I was able to create a more large scale design which would use some form of energy to encompass the player and let them travel through time.

My initial design was exactly that, a type of platform the player could walk onto and interacts and have a 3-Dimensional of the entire piece. The basic idea was the poles on the platform would be some form of generator, with the two semi-circles going around and overhead would be some form of conductors. I realised however through making this number of problems arose. The first being I found the design to simplistic, even with using edge loops and smoothing the mesh, and adding random parts to the Time Machine the concept simply didn’t look right to me. I felt I had a decent idea, but no real was to work with it.




After brainstorming a few ideas I came up with a final one. After looking at versions of Time Machines online I really liked the design from such things as the over all shape from Stargate, the style of technology from Hellboy and the industrial uses of the Delorean from Back to the Future. However because of the basic similarities from the Stargate inspired main shape, I had to think outside the box and come up with my own original idea.




The main point of my Time Machine would to simply be that, a machine; I wanted to cut out any fantasy possibilities and wanted to try and look at a more of a scientific representation. Enjoying such things as industrial work and steampunk, I wanted to make a more industrial looking Time Machine, adding ideas like although it would be futuristic, maybe not being the cliché perfectly formed, smooth, chic Time Machine, but this would be done through texturing.












Week 2: (The New Build)




Once the main body of the Time Machine was done, I started to plan out how it would work. I wanted to make a Time Machine where the player would actually see how it worked, why it worked, etc. Although I wanted to stay away from fantasy, I incorporated some forms of science fiction as Time Machines are only theoretical, but this gave me a fair amount of leeway.

The basic idea is that inside the quarter-semicircle (Conductor) is a kind of smaller generator, which as the Conductor spins, would create energy of its own, to in turn would be transferred to the Receiver on top of the Reactor, which would go around getting faster and faster, eventually creating a portal. I wanted to think deeply into why the Time Machine worked as it gave me more and more ideas as to what would be needed in the design, rather then simply adding random parts to it that wouldn’t make sense.


To keep with my futuristic theme I wanted to add an opening in the Reactor showing the pipe, which would flicker with light until eventually glowing when it was ready and had enough power. I made this by extruding 2 of the faces offsets inward and then deleting the faces, to then connect them to each other on the inside. It was difficult finding the right angles to place certain things at but with a little help and math I was able to have everything uniform.








I continued adding parts, thinking how would these be useful for a Time Machine. I added switches would regulate power or activate different parts of the machine. I also added an odometer to measure power output and a dial to control power output. I really enjoyed looking deeply into the design and ideas, and thinking about the model from a more realistic point of view rather then simply saying “it’s a Time Machine because I said so.”





Another piece I added in was a way to turn the Time Machine on; to which I modelled a Frankenstein styled switch plate. I got the idea from watching the first ‘Hellboy’ film’s opening sequence with their version of a portal, and after being inspired by that I had to add one onto my model, not only fitting the overall look of the Time Machine but also being able to create one on Maya. This piece was properly the most fun to create as with all the intricate parts I found it to be a good experience to create this. I enjoyed being able to put a more detailed piece into such a large scale model, and could actually clearly show how it works.











Week 3: (High-poly model creating)


Once I added pylons of the Conductor and the Receiver, I began to create the high poly model. To do this I added edge loops so when the mesh was smoothed it wouldn’t collapse in on itself. To do this I used the connect function within Maya to create edge loops which would make the model smoother. I did this around all parts of the model which as I now knew how to do this more clearly it didn’t take to much time.

Reactor_(Low Poly and Smoothed) 
Generator and Conductors_(Low Poly and Smoothed) 
Rotor and Cap_(Low poly and Smoothed)

Control Tower and Supports_(Low Poly and Smoothed)

Odometer, Switches, Dials and Flip Switch_(Low Poly and Smoothed)

Entire Mesh_(Low Poly and Smoothed)
Once the edge looping process was finished I had to begin turning the model into a low-poly model. In hindsight I realised it would have taken less time by duplicating the low-poly model and then adding edge loops to the to save time, however this process can be done on projects in the future. To do this I simply duplicated the high-poly model and then deleted the edges and then the vertices of the high-poly model, until the Tri count went back to being under 10,000 Tri’s and being familiar with the process didn’t take much time.


After everything had had the edge loops removed and I had my high and low poly it was time to UV map my model. The process was fairly complicated as I was using a different method to get my UV my model to get the most efficient effect. As the only real method of UV mapping I had done prior was a full sized piece with minimal duplicated I had to find new ways to make a most effective UV map. 

For most of the parts of this were things I was fairly comfortable were things such as creating shells for specific faces, turning them into a UV island, scaling it and unfolding it; some parts such as the switches was much more difficult because of their size and detail.

Although some parts where more difficult then others I feel I finished the UV process with enough time to spare and kept to my schedule. As a lot of the model is cylindrical I had to unfold the islands as well, by that I mean doing the same process of creating the UV Islands, but then selecting an edge and cutting it to create a seam, and then unravelling the faces of the Island to create a more rectangular shape. Once everything had been UV mapped I scaled down the entire model so that the largest piece would fit, and manually began fitting in each UV Island corresponding with each component of the Time Machine, as this would make creating texture maps a lot easier later on. 




Once (I had to the best of my ability) lined up everything within the UV space, I began working on my cage. Unlike other projects where id use a cage to encompass my entire mesh. I did it on sections of the mesh to be able to capture all the detail. This method proved to be very beneficial as with pieces like the switches, or the any piece there was a duplicate of, once I had made a cage for one, I didn’t have to for any of the others, as although they may have differently placed UV Islands, they were exactly the same. Because of this when it came to baking I simply had to delete the duplicated switches and move the original one into the places of the duplicated, as the information will be captured without costing memory or my Tri count. However if I had knew this sooner I could have added a bit more to my model as I had a lower tri count by the end which could have been used for detail. Another issue would be that anything that was textured and had a duplicate, would be textured exactly the same as it has the exact UV’s, so this would have to be use moderately as if a model had to many duplicated a pattern would be seen quite visibly.





This process took a decent amount of time, as it was new to me as well as I was trying to work in a no destructive manner by using Maya’s layer system. Although I had previously used it before, I hadn’t used it on this scale and found thing out about Maya that would disrupt my work flow, such as if 2 meshes on the same layer are combined, they mesh will be put onto a ‘Layer 0’ which confused me for a decent amount of time. I feel that learning all this has helped me also as I now know this for the future and will be able to rectify mistakes much quicker from now on.

A lot of the time while making the model from start to finish I ran into numerous little mistakes that cost me time. For example the first time I had baked the entire separate piece for my mesh I had forgotten to harden all the edge, which cost me a lot of time having to re-bake everything. A lot of these were simple yet very tedious mistakes that if I had not done may have let me finish my model sooner. Once I had correctly baked all the individual maps correctly I loaded them all into Photoshop and ‘Shift’ moved them all onto the same page, and then filled the background with the colour RGB 128, 128, 255 to match the colour of the rest of the Normal Map. Id did this as well for the Ambient Occlusion map but this time I didn’t need to add any colour to the background.








 Week 4: (Primary Texturing)

I then began working on my Albedo, Roughness and Metallic maps. Going with my initial deign I wanted to create a steampunk styled time machine or something similar. I wanted the Time Machine to be futuristic, but also old and rushed, like it was built out of scraps and is barely functioning. I wanted my Time Machine to not have the cliché perfect edge and gloss but rather rust and to show clear signs of being mishandled, by having scratches, possible dents and chipped paint.

Old Albedo Map

I began on Photoshop using block colours to flesh out my model and using Marmoset Toolbag to see a live version of it to see what was working and what wasn’t. Although I was trying to use something other then pre-set textures that I used for my damaged pillar, and although I wanted to try and practice with this project, the model just didn’t seem to match a hand-painted look. I realised this halfway between finishing my Albedo and Metallic map, comparing my version of a hand painted model to such things as World of Warcraft and other examples of games which use this sort of method, I found that this way of working just didn't suit with the theme of my Time Machine. Whether this was because overall look of the model or I wasn’t adept enough in hand painting on Photoshop I decided to try a different route in order to finish my Albedo map.
Old Metallic Map

Emission Map


Looking back at my old Time Machine I feel there could have been potential, as the colours somewhat worked together as well I still needed to add my Roughness Map and build up the colour of the Albedo Maps. I feel I could have possibly done more to it however with time constraints I feel that I either would have spent to much time on it and fell behind or that I wouldn't have been happy with my final.

Old Version of Time Machine with Textures


Damaged Pillar Project


Week 1: (Sculpting Bones)

When first designing the base of my pillar I looked into many different types of pillars throughout history. At first I was planning to create a Greek styled pillar base to sculpt into on Z-brush. The pillar base was pretty simplistic and after looking at it from different angles I realised that I wanted to make a more complex unique pillar.




I began looking into different styles of pillars rather then the conventional “straight stone” type. My first designs where rather simplistic, and I wanted to push myself with the first 3D project where I could be a lot more open with my designs. I became interested in Native American styled totem poles and thought I could create one with my own ideas. I liked the idea of going back to one of my previous projects, which was my timepiece that used necromancy to work. I was really interested in not only creating my pillar but also using Z-Brush to create a more organic piece, which would not only improve my 3D modelling skills when it came to organic and inorganic shapes.


Originally I was planning to stack a number of skulls and bones in a totem style, however when looking into it I realised it would be more complicated then what I would be able to do with my level of skill and taking time management into account at the time. I wanted to skulls and bones to different from one another to give a sense of realism to the piece, however this was much harder to do and realising the amount of time I put into one skulls I knew I wouldn’t have enough time to multiple different ones.

I then researched a little on the destruction of Pompeii, how lava flowed and cooled and eventually found my idea. I was originally going to use the same base but after talking to lecturer Chris and Mark (Head of our course) I was told I would be able to create all of it in Z-brush as the mesh I was going to create would be predominantly organic in shape.






I began to sculpt my shapes using the various tools in found in Z-Brush. I used cylinders for the skulls and Z-Spheres for the bones. The skulls were especially hard to sculpt as because of the complex shape (as well as this being the first real time I had ever used this programme) it tool a lot of trial and error. I used multiple research material such as looking at skulls from various angles to see the depth and scale. I am very happy with how these turned out, and if I had more time I would have liked to work on the upper jaw some more, giving some more definition to where the teeth would connect. I am especially pleased with how the nose turned out as its shape is a lot more complex.



Once the skull was complete I moved onto making another bone for the pillar. At the time I made it I was fairly happy with it and also when onto make a skeletal hand, as my original idea was to have a skeletal arms holding skulls from the pillar, trying to escape a lava flow and an envision of my idea of Pompeii. Both the arms and the hand was made using Z-Spheres which gave me a lot more flexibility then using cylinders as I was before. As I hadn’t used reference for this and on reflection I could see a number of errors. 




My design at the time was to have the skulls and bones going around the pillar, similar to the Alien Café as a form of decoration, however looking back on the design I’m glad I didn’t stick with it as it seemed to simplistic. As I had put the effort into creating the skulls and bones I wanted to utilise them to more of an effect rather then copying and pasting them around a cylinder. On top of that I realised how much time it would take to UV map and re-topologies each piece, which I feel is a good use of time management and being able to estimate how much time I would need.

After a Critique with my class I was giving some more ideas and was told about how bones can look very wrong if not done correctly. Although I am nowhere near having the bones I create looking realistic I like to think that I am slowly getting closer to being able to create these comfortably.



Once I had found a suitable amount of reference material as well as looking into different bones of the body I decided to sculpt an Ulna and a Humerus bone. I choose these bones as while one was rather simplistic but more recognisable as a cliché bone, the other had a much more interesting shape, especially in the socket joint. I also noticed while sculpting them that although they took longer then the first bone, I was working much swiftly and more comfortably. Although only taking about an hour longer for each, I found myself becoming more used to how Z-brush worked. Once each everything was sculpted I once again used a cylinder as a base and started on the pillar to damage it.


Week 2: (Damage and Quad draw)

As before I looked into damage done by lava and how it forms/cools; I found it to have a very organic shape and tried to sculpt it into the pillar. Because of how the lava would move and act while hot, I had to take that into consideration, such as damage to skulls as well as thinking how the base of the pillar would look. It was difficult at first to work around using different Alpha’s and Brushes however after some time and comparing with others I was able to find different ways to create damage, mass and texture within my mesh.

While creating this mass and shape around the pillar I was able to incorporate the skulls as well exactly how I imagined them. The whole idea of my pillar came in 2 stages, firstly being some sort of cult had embedded the skulls into the pillar as a form of “decoration, warning”, which I was inspired from the design of the “Alien Café” (however mine being in less of a uniformed manner), and then the second stage being some sort of event caused the an eruption and the lava to move around create this mass of damage as well as solidifying the skulls into their slots.



I was very happy with the pillar at this point with how the damage looked and created a more organic piece. Once everything was done I saved the mesh as my high-poly model as well as exporting it as an FBX file for later. I then opened it up again as a new document and then decimated it to be able to load it into Maya. Once this process had been done a few times the tri count was low enough to export it into Maya so I could begin making my low-poly model.

Because of the complexity and how organic the overall shape of the pillar was, I had to use a tool within Maya called Quad-Draw. I first made the mesh live and then by using Quad-Draw I was able to effectively paint quad and tri polygons onto the mesh making the a medium to low-poly mesh. To do this I started off with a quad and kept adding vertices with the quad draw, liking them together and making more and more quads. This process was took an enormous amount of time to finish with the size and different levels of depth of my pillar. Creating the entire medium to low-poly mesh roughly look around 30 hours and looking back on it I feel I could have done more of a cleaner job, however being my first time using this tool within Maya I feel I did a fairly good job.




Week 3: (Retopolgy and UV Mapping)



Once the entire mesh had been created I moved onto a process called retopology. This is where you delete vertices and edges to lower the Tri count, making UV mapping easier and the mesh cleaner. This process didn’t take as long other then making sure there was no polygon with 5 or more sides, as this would cause trouble when baking the mesh. I feel I did this to the best of my ability, however after researching more on the subject of retopology, I found there was a much cleaner way to use the Quad-Draw tool to create faces by utilising the contours and working the quads in a more circular manner, creating a much more smoother mesh as meaning the UV mapping process would be much easier. Because I neglected to look into the topology of he skulls was very messy and made it difficult to work with, although I am happy with the final outcome looking back I could have spent more time focusing on detail rather then rushing to meet my time constraints.



Once the retoplogy process was gone and the tri count was under 10,000, I moved onto the UV mapping stage. To start I used the Automatic Unwrap feature in Maya to make it easier to see the polygons I was working with. I started on the Humerus bones by, selecting all the faces from where the bone met the pillar and the bottom of the skull, essentially giving me a cylindrical shape. Once selected I then Planar wrapped it, made its scale at 200, which compressed the Humerus’ mesh onto a flat plane. I then selected edges round the back of the bone where the player wouldn’t be able to see and created a seam, this would let me using the Unfold function cut the mesh and spread it out, like cutting a can length ways and then flatting it out into a rectangle. This process would give me much more room to place all the UV islands together inside the UV map as well as making it much more cleaner when it came to adding textures.




This process was used for the Humerus, Ulna and the pillar to create these rectangular UV islands. The UV map for the skulls was roughly the same with on difference, because using a seam creates a break within the UV’s and can make texturing clash against itself, I only made a small seam in the skulls, rather then cutting all the way down the skull. This still let me unfold the mesh, but not having to split up the UV’s down the centre and so letting my texturing seem more realistic, as this can be very noticeable in games. When everything was put into its own UV Island, we loaded in a script Chris had shown us to make all the UV edges hard to stop the texture bleeding into one another, and moved onto creating the cage.

The cage essentially traps all the information while baking the data of the high and low-poly meshes. The baking process takes all the information of the high-poly model such as depth, damage, cracks, or any other forms of detail, and captures it in a Normal Map. Once in a game engine the Normal map is used to project all the detail onto the low-poly mesh, without costing massive amounts of memory for the game.

To create the cage I first made use the meshes were in a certain order; firstly the low-poly model, then the medium-poly model ‘sitting’ on top of it, and then the cage. I first copied the low-poly model onto a new layer, changed the colour and transparency to see any breaks through the cage mesh, as if this happens data can be lost, and then used the transform tool to make the mesh slightly larger while still keeping on the same plane as the other meshes. Once this was done I selected the vertices and edges of the cage and moved them so the cage encompassed all the of the medium-poly mesh. Once the cage looked like it had covered all the medium-poly mesh (representing the high-poly mesh) I exported the low-poly and the cage meshes as FBX files.



Monday, 22 February 2016

Personal Project: Model and Texturing a Table



Within my own time I tried making a table I found on the Internet within Maya. Since I had made this after my telephone model I realised how much I had learnt and how much easier it was to model and create things within Maya. Even though it is a fairly simplistic model, I’m proud to think that starting this year I wouldn’t of had any knowledge of how to create this.

[Wireframe Mesh of Table]
[Close up of Wireframe Mesh]
[Smoothed Version of Table]
[Close up of Smoothed Table]
[Smoothed Table and UV Map]

With now knowing how to use edge loops I tired to make a high-poly model to try and achieve the detail on the legs. I used a wooden texture I found online and using the automatic UV function and small iterations to some of the polygon placement I was able to take it into Photoshop and then paste the texture onto the design.

[Textured Version of Table]




On inspection I can see how to the texture isn’t completely consistent around the model as well as some of the seams being visible, however I am happy I was able to this much without needing to much help. Overall I’m very happy with how my work came out considering this was the first model I made with absolutely no help at all.

[Textured Version of Table plus UV Map]


Bibliography:

http://pngimg.com/download/7002

http://bgfons.com/download/3734