Thursday 17 November 2011

Characters

The 3 main characters in this game are the player's character, the player's mentor and the main antagonist.

The player as earlier mentioned would be customisable, they could be male or female and of whatever physique the player wants them to be. They would have a variety of looks that the player could make of them. They would be able to have their voice customised from presets eg. 3 female and 3 male voice to choose from with the ability to edit those voices slightly. They'd be known purely as Jay (male or female), so that there can be more fluid and cinematic cut scenes and for a very androgynous name that can be used for all customised versions of the player.

The player's mentor would be a female scientist reminiscent of Doc Brown. Her name would be Doctor Angela Yu, she'd be of  American-Asian heritage. She'd be elderly in most circumstances. She have a greying mess of hair with no signs of taking care of it. She'd be very slim. She'd look like a typical scientist in terms of the way she dresses. Her personality is what would be most reminiscent of Doc Brown, in that she'd be extremely clever but somewhat absent minded and crazy and eccentric; with and odd speech pattern.

The main antagonist would be 1 of 2 people depending on the player's choice of male or female (always opposite of the player's gender). The main antagonist would also be a love interest to the character at a point in the game.
The male would never be known as anything more than Red. He would be quite a large build. With dark hair and a Samoan complexion. He'd have a very distinctive feature of red irises (hence the name). He'd dress in very classy attire. Despite his large size he would be very much an intellectual as opposed to a fighter, but will fight when he needs to. He will try to deceive into doing dirty deeds for him as much as he can through false identities and feigning alliance.
The female would be known as haze. She would be a very athletic person, she'd have a light complexion, dark eyes and long hair. She would be a warrior and dress in sporty or stealthy clothing. She would always carry around weaponry of some form. She is very adept in combat both close quarters and ranged. She'd try to get the player to help her by playing the damsel.

Wednesday 16 November 2011

Change in design

About half way through the project I was experiencing troubles with textures. Because of this I had to change the blueprint design and make it smaller and give it less models. This is the revised blueprint.


I added more detail to this later to aid myself.



The x's are tree locations, the yellow circles are lights, the black cricles are bins. The dark green is an uphill area. The blue is a river/stream. The brown is bridges.


Little Things

Some little things I added into the environment just to give some unicity and detail are varieties of: bins; lightposts; stop signs.

For the bins I wanted some normal looking steel bins. Some of them were to have a fire started inside them. To make them I made a cyclinder in 3DS then I made a second cylinder that was slightly smaller and used boolean to subtract second cyclinder from the first. I then added the texture I used for the autoshop roller doors to them cyclinders to give them that steely look.

For the fire inside the bins I used a small particle renderer in unity. The particles were rendered so that they slowly rose to give the look of a fire burning in the bins. I also added a weak point light to give a slight appearence of the fire creating light around the bin.


For the light posts I made a cyclinder in 3DS I then used a bend modifier to make it bent over. I then made it into an editable poly and edited the end of the cyclinder to flare out a little like a light is there. I have 2 types of lights one broken and one working.

The broken one had a particle render put near the light area and it render some small spark looking particles around it. The working one had a point light put in the light area as well as a light flare to mimic the glare of a light.



For the stop signs I made a cyclinder in 3DS and gave it a steel texture I then made an octogon and extruded it to make the sign. I put the sign in the appropriate place on the cyclinder. I then unwrapped the octogon and made a uv template. I made 2 maps for the octogon. One was of a proper looking stop sign and the other was the proper looking stop sign with graffiti over it.

Bridge

The bridges in the level are all the same model.

To make it I made a rectanguar block in 3DS and applied a wood texture to it. I copied that block and moved and rotated it next to the first block. I kept doing this until I had a series of blocks forming an arch shape and giving that old wooden bridge look.  I then added a few more blocks as supports for the bridge and gave them the steel texture I had used for the basketball court.

Here are some images of what I was looking for in my bridge (minus the railings):





Office Blocks

There is 3 office blocks in the environment I wanted them to be very plain looking nothing that would draw somebody's attention. The office blocks would all be similar looking but not the same. Because it's night the windows do not need to be very flashy nor does the door.

The maps I used for the office blocks:


As you can see they are all different yet similar in look. The all have that boring grey colour with mostly unlit windows.

To make the office blocks I made blocks in 3DS and put Unwrap UVW on them. I then made planar maps and exported them to photoshop where I drew in the windows and doors in.


Some references:

Nature

In my environment I have 2 main natural elements trees and stones. The stones were made in 3DS as boxes with noise put on them and textured. The trees were made in unity with the tree creator.

The look I was gonig for with the trees was like that of a small sycamore.

Thursday 27 October 2011

I just finished my Basketball Court model for the 3D environmet. Here is the render:



 For the cage walls I used 4 planes with the steel texture below on it. I then added the next image onto the opacity channel of texture so as to make the plane transparent except for the wires. To make the wires diagonal in direction I just rotated the aplha map 45 degrees.



For the floor I used an asphalt texture combines with photo of a basketball courts lines to make an asphalt floored court. Below I ave added the asphalt texture as well as the UV Template and map.




For the hoop backboard and pole, I used: a UV template and map on a box for the backboard (as below); the steel texture used for the cage; and the steel texture with a red colour map over the top for the hoop.