Since my last post featuring my castle, I have made a dew minor changes to it to increase it realism. A few of textures were changed, aswell as lighting and slight modeling additions such as flags. I also exported and optimised it for use within Unity on our second level. Within Unity all of the textures and materials were reduced in size in order to ensure smooth Gameplay and rendering.
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Tuesday, 24 April 2012
Friday, 20 April 2012
Boulder & Town Level 1 Additions
Once the Log section of the level was complete, I set out to implement a similar set up, only with a boulder following you from behind. The Gameplay idea is that you have to outrun the boulder, and make the jump at the base of the slope.
To implement this in unity, I first created a a Cage & several Pillars in 3ds max, that were used to house the boulder. I then scripted the game to open the cage gate when walking underneath it, leaving the boulder free to roll out behind you.
Below are screen-shots of the various aspects.
The next step of development was to create the town section to the level. Here we wanted to concentrate on platformer puzzles and enemy AI challenges. Andy provided me with models such as Stalls, houses and barrels. I then used those to create an environment relevant to a town setting.
Challenges on this part are mainly based around cleverly using crates to navigate under and over obstacles, whilst having to fight off enemies as you progress.
The town ends with a dock environment, where I have placed a collider forcing a change of camera. The new camera displays an end of level graphic, where the total time and coins collected are displayed. A link will then take you to the next cut-scene.
To implement this in unity, I first created a a Cage & several Pillars in 3ds max, that were used to house the boulder. I then scripted the game to open the cage gate when walking underneath it, leaving the boulder free to roll out behind you.
Below are screen-shots of the various aspects.
The next step of development was to create the town section to the level. Here we wanted to concentrate on platformer puzzles and enemy AI challenges. Andy provided me with models such as Stalls, houses and barrels. I then used those to create an environment relevant to a town setting.
Challenges on this part are mainly based around cleverly using crates to navigate under and over obstacles, whilst having to fight off enemies as you progress.
The town ends with a dock environment, where I have placed a collider forcing a change of camera. The new camera displays an end of level graphic, where the total time and coins collected are displayed. A link will then take you to the next cut-scene.
Thursday, 12 April 2012
Castle and Boat 3D Models
Over the past week I have been working on a couple of models to use in our game, and also in a presentation for a Uni module in the coming weeks.
Boat
The boat below is based on a medieval sail boat, and was made using box modeling within 3ds Max. The render was created using Mental Ray and the Mr Sun & Sky in the Daylight System.
Castle
My Castle was made using my previous Gate model as a starting point, and then progressing it into what became the image below. The basic creation methods used were extrusion, bevel and the normal transform tools. UVW texturing was used to maintain a professional and realistic look to it, however I still intend to add details to them to increase its authenticity further. The moss was added using the opacity texturing tool. I will add more renders as it nears completion.
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