Beginning of Room Project!

In today’s lesson with James I started to get a rough idea of the room I wanted to create for the secret room project. I took reference from my own room but changed bits of it to make it seem a lot better than my own room for example the three monitors.

I used tools such as the bevel tool to make things look realistic therefore the object is not on a 90 degree which looks weird and fake.

BLOG of room for James' lesson 3

This is what the bevel looks like. It makes the edge of the drawers look realistic instead of it just being a plain 90 degree angle with no depth to it.

This is what the room looks like so far. As you can see I have created a window near the bed which I am looking to finish off by actually adding a glass texture to make it look as real as it can be. This was a quick project which I done I may continue it at home but I will probably think of some new ideas and start again.

More After Effects!

In today’s lesson with Gary I continued with Adobe After Effects. Today he told us how to work with video and how to track.

Firstly I imported the video which I wanted to use, which was an abandoned building as I can think of a lot of creative ideas such as blood splatter on the walls, graffiti, reflections in the puddle. From the tracking a bunch of miniature hit markers appeared which are points in 3-D space this tells me what I can put where. From this I created a camera solid which means I can put whatever I want onto the surface of the hit marker(s). I put a blood splatter on the wall which looks really cool. From there I turned down the opacity to suit the darkness of the room the video was in currently before the person moves.Picture of AE project for blog

As you can see, the blood splatter on the wall will stick whilst the camera moves so it is like it is really in the video.

Drawing Heads!

In Tony’s lesson today he started us off on heads. He showed us the basics and told us that we needed to just get a simple model sketch up first before drawing the actual head.

I started with a cross and started developing facial features from it. I got roughly where everything would go from the eyes, eyebrows, where the ears start, the nose , the mouth, the jawlines and the chin etc. From there I can go on to sketching the proper face and being able to draw the proper features not just a starting sketch. Here is the starting sketch.front perspective head

From here Tony got us to draw a 3/4 sketch so the head was more 3-D. There was a couple of difficulties, those being the position of everything on the head from the eye position the nose position etc. However with help from Tony I managed to get the jawline in place from the ear position and from there it was quite easy to locate where everything goes. For the 3/4 drawing however I used a template to trace around to get things into position. This is what it looks like. A brief sketch and just roughly getting things into place so I can then sketch it all without having a load of lines and everything will be perfect instead of the lips being too far down etc.34perspective head

Tony then got us to draw a bunch of random shapes from squares to circles to some sort of spiky circle. From here he asked us to draw 3/4 faces. Some of these faces look ok but some need work. I started off with the shape I drew then I drew a center line located the eyes, ears, nose etc. Some have 1 eye some don’t have a nose. I tried to create the most random things that I could possibly think of and this is how they turned out.Multiple random shapes (heads also)

UV Mapping!

In today’s lesson with Matt I learn’t about UV mapping, UV unwrapping, move and sew tools etc.

I started off with the spaceship which I modeled last week. I went into the edit box, delete by type and then history. This is because the history of what I have done with the spaceship model can cause problems when I go to UV unwrap it. I selected the faces which I which went together with the each other, opened the UV Editor. This brought up a new window which had the faces selected in a 2D mode. I then shift+right click to bring up an option box. After this I selected the planar tool. This creates a new box around the faces I have selected and I am able to move them off the original grid. I then hit right click again, selected UV’s highlighted my shape and shift+right clicked again to bring up a different options box. There was two options which I could of selected. The smooth tool or the unwrap tool. I selected the unwrap tool and it unwrapped the faces selected and made them into a simple 2D shape which I can connect to other 2D shapes. Connecting them with other 2D shapes is called move and sew. It moves 1 edge of a shape and puts it with the edge matching.

The screenshot above on the left is in the UV editor. As you can see the parts outside the grid are the parts which I have UV unwrapped and then moved and sewed together. The screenshot on the right is the the parts of the ship which I selected to UV unwrap. I will finish the UV editing at home as it needs to be complete for next week.

Even further updates to Unity

In today’s lesson with Chris I decided I needed to change level 1 as it was too hard. I encountered a number of problems such as my enemy models not working. To fix this I took a regular triangle enemy model from level 2 and I added my own texture on top of it. This meant that the hit box was there however not the the shape of my circle. I had to edit the box collider to fit the shape of my circular enemy and in the end it worked. Another problem which I have encountered is the gaps between the wall models. The gaps are a tiny bit too wide and the player model can fit through them and glitch themselves outside of the map and back in again which they can use to get to the goal however it is now fixed. It was a simple fix as I just simply moved the wall models closer together. I have provided the before and after underneath.

 

This is level 1 underneath. with everything textured. All of the sprites and assets are in. I will add level 2 soon when I complete it fully and have it all textured.UPDATE 3 FOR BLOGUnity ssChris Level updates

Adobe After Effects Compositing!

In today’s lesson with Gary we played around in Adobe After Effects and we done something called compositing.

Compositing is when you pile a bunch of images on top of each other until you get the result which you want.

In today’s lesson I got a stock image of a dark sky which would match the theme of what I wanted.

Here are the images collectively. First I created a mask to cut around the spaceship. To cut around it I took the spaceship and I used the pen tool to cut around it. this left the spaceship in the scene and I was able to move it. Using the Mask feather too I was able to get the spaceship to match the scene of the dark gloomy sky. However the back of the spaceship is lighter then the actual background. I will get on to fixing this however this is a problem which occurred.  The back end of the spaceship does look out of shape so I will need to learn a few things to fix the back end of the spaceship and make it look natural and like it is meant be there.

The left hand side image is the sky I want as the sky in the original it lets through blue sky. However I don’t know how to properly sky replace yet and I ran out of time so maybe next week the sky will change and the spaceship will blend into the environment. I prefer that sky as it is darker and will add a scarier feel to the image.

For a first attempt, I am quite proud of myself! Hopefully I can improve over the next week and replace the sky!

Unity game updates!

In Ant’s lesson today I worked on the 2D-Unity game. I finished off Level 2 completely it now just needs texturing and my own assets added in.

In today’s lesson I encountered a problem on Photoshop and importing my images into the Unity game to texture level 1. However I overcame this by adding a new layer, removing the background and it worked fine. I now have a death texture on level 1 and a player texture on level 1. Here below as you can see, I have imported my death skin and my player skin. Next lesson with Chris I  will finish the texturing by adding the walls the enemies etc.

UPDATE TO UNITY GAME

Barrels!

In today’s lesson with James, I created a barrel. I used things like the face tool, vertex tool etc. I also used tools such as extrude, bevel, edge loops, UV mapping etc. for the texturing, I  selected Blinn and then my texture. When applied the texture was stretched and out of shape. To fix it I used the planer tool which puts the texture on the Y axis instead of trying to texture around the barrel. As you can see the barrel has a shine due to the lighting.  This model of the rusty barrel can go into a setting of dark, gloominess such as a back alley or an abandoned warehouse.

I can obviously still make improvements for example add a bump map to it to make it seem like the barrel was thrown around or shot at or something it would compliment the texture of the barrel having a couple of bullet holes in. Overall the barrel isn’t the best thing in the world however for only being in my second week I think I am showing progress.

 

Low Poly Spaceship!

In today’s lesson with Matt, I modeled a low poly spaceship. As you can see by the picture below. I modeled the spaceship in Maya. I had a few problems with the extruding process however I did overcome the extruding part. So far in 1 lesson, the tools I have learn’t are the extrude, move, rotate, etc. I can model a spaceship and a house so far. In 1 week of next gen that is some progress!Spaceship

Intro to 2D Unity Game!

Today, In Chris’ lesson I finished level 2 of my Unity game.  During the lesson level 2 was unplayable. The player was able to clip through the enemies therefore was unable to be killed.  Thanks to Chris, he taught me a simple fix. All I had to do was select the player, click on the circle next to the settings of the player and then select the “main camera”. This fixed the hit detection of the triangles and sent the player back to the beginning if they were killed. The header image is level 2 of my 2D unity game. As tricky as it looks, it can be done!

So far, I haven’t added my player images or background so the level looks blank. But it will be done and the level will look better than it already does!

Underneath is level 1. It has a basic background colour so the level looks a bit better than what level 2 looks like. However it is just a basic colour and the sprites aren’t textured. Therefore the player and the enemies look plain.