Finished sword

During this mornings lesson I finished my sword and I will begin to work on the sword rack. Over all the sword took 6 hours to make and 45 minutes to model. This is because I had an idea of what textures I wanted to add to the sword and it was just finding them and perfecting them which took the time.

This is the finished sword.

SwordSword2Sword3

Now I am going to start the wall mount for the sword and I have 2 options. I can make a vertical sword rack which will make the sword hang like in the first picture or I can make a horizontal which will hang the sword on the horizontally.

Because of the environment around the board is a tavern I feel like the vertical sword rack will be better suited. However I will gather research images and make my decision when I have had a good think about it.

Post MVP Sword!

In the first hour I messed with concepts of swords. Going through different designs and seeing which one will be the best suited for what I am working towards. I then went into Maya and played with a few models and after deleting a few I now have a handle which I think will be the final design. This is what it looks like now. After 2 hours of work I now have a handle designed in Maya and I am now going to start working on the blade.

Sword handle2Sword handle.PNG

After I have completed the blade I will edit this blog with the final sword and then once textured I will make a separate blog post.

Post MVP Progress!

From the MVP deadline (1st April) myself and Ethan have been creating tavern assets (the world around the board) as it has been 3/4 weeks I have created quite a few tavern assets. I have created a bar stool, cups, and the bar (the bar being the biggest asset out of these 3).

Today I will be working on creating a sword and a sword rack which will mount on the wall and will really make the tavern feel a lot more like a tavern instead of a normal bar.

For this asset I have given myself the most time on my production schedule to complete as I want this to be a big piece. This is the second last asset I will be creating. This is because I am creating a crossbow tower depending on if I have enough time and the animator and programmers have enough time to animate it. This is a post MVP asset so if I do not get it finished it wont effect the game.

In the next blog (at the end of the day I will update the blog about my progress on the sword and sword rack.

Partner Review – Kingdoms Conquests

Reviewer: Ethan Henderson

Feedback: Overall I think that Dylan has been an above satisfactory modelling partner, since the beginning Dylan has always shown a great attitude towards the job he has been given, he is always on track and up to schedule it is safe to say that Dylan is not being a burden towards the team and is infact going the extra mile making our group exceed expectations.

One model in particular I was struggling with the texturing process as I was not sure what worked best with what so I made my way over to Dylan and asked for his opinion on the matter after around 20 minutes of discussion with Dylan we finally found the perfect combination for the model I was created this is just one time out of many Dylan came to my aid.

My thoughts on Dylan as we go into the final stages of making this game is that I expect him to keep the pace he is currently on to stay on track and get through this one final last push into making our game, finally I couldn’t ask for a better modelling partner in this team.

Synoptic Project Reflection

So far, the synoptic project is going really well and we are on track to complete our goals which we have set. We are currently 1 week away from our MVP deadline. Personally I think our MVP so far is better than I anticipated it would of been.

Our MVP will look half polished. This is because we have a structure we are sticking to. We have the actual board where the game is going to take place. The game is VR so the player will be able to look around and will not be stuck at a fixed point. The second area is the tavern around. This is where things aren’t as complete as the board as we are prioritizing getting the board to MVP standard.

However, myself and Ethan (3D modellers) have completed our MVP assets which we set for ourselves at the beginning of the project all of which are in the game. We are now beginning to slowly transition into the tavern around the game board so our MVP will be a working game with some assets around the board.

The product does not need simplifying to be a working product. The game itself is quite easy to pick up. The enemies spawn and the player must place towers to kill the enemies as they spawn. The longer the player stays alive, the more enemies spawn.

As I said earlier on, myself and Ethan have have finished all of our MVP assets which are all in the game currently and looking very good. The 2 animators are animating their characters which will go in the game. However, for the MVP it isn’t required that they finish them as the game can work without the characters, after all it is the MVP. But they should be on track to finish their animations. The coder is currently coding enemies, towers etc. yesterday when I asked he told me he was going through some code and doing a few bug fixes as some enemies would spawn too fast and the board would be overloaded so he went through his code and fixed it and the enemies are now working at a nice pace.

Individually I could either create tavern assets (currently doing) to make the environment around the board look a lot better.

Personal production schedule for blog

Trello img.PNG

Synoptic TD Progress

On Friday I worked on completing the buttons for the board. These buttons are able to be pressed in VR. The buttons were pretty straight forward to make I took a cube and made it into a sort of tray which holds the blue part (the button) which allows the button to be pressed.

buttons.png

As of Tuesday I finished the MVP assets. Because I finished the assets on time, I decided to make a background asset for the game a sort of house which we put into the world as a village area. The house itself turned out very nice and I feel like it is a one of my better assets for all it is small. This is what the house looks like.

House for synopticHouse for synoptic2

After completing the house I moved on to the tavern assets (Post MVP) I gathered images of bar stools to create a mood board and then proceeded to create a concept sketch of a stool which would fit the tavern environment.Barstool Concept art

This is the concept art of the bar stool.  I used two different types of bar stools as inspiration because I wanted to have the freedom to model my own bar stool with inspiration from the two above.

Barstool render 2Barstool render 3Barstool render 4Barstool Render

This is how the bar stool turned out I also have a sketch fab link inc ase you want to see the model in a 3D environment.

Synoptic TD Updates.

This week I have worked on the windmill. On Tuesday I started to finalize the design of the windmill. Due to not having substance painter in the room which I was in all day on Tuesday,  I decided to work on creating a log to go into the surrounding environment.

It was quite a simple task as the game is low poly so I started by taking a cylinder changing the sub divisions and hollowing it out. From this point I just had to deform the cylinder and get it into a form which resembles a log. I also tweaked the board due to it being the incorrect size and not fitting properly in unity.

LogLog2This is just a background asset so I am not going to texture it in unity. This is because its very basic.

Moving on to today (as I was absent Wednesday) I started texturing the windmill in substance when I realized I wasn’t too keen on the design of the windmill (check last blog post) so I decided to start again in this lesson. I managed to get the windmill textured and I think it looks a lot better than the previous windmill. This is the new design. This windmill also has the animation of the blades spinning which will look really cool on the unity project.

Windmill Render

Windmill Render2

Windmill Render3

Windmill

 

Synoptic TD – Windmill

In this lesson I started working on a windmill which is going to take a little bit longer than any other asset because of the detail which I will have to put into texturing.

As of right now the actual model is complete. It took me about 4 hours to complete as I was debating which design to do. I was either going to use a cube base or a cylindrical base and in the end I used cylindrical base.Windmill

The windmill blades are separate to the body of the windmill because later on, the windmill is going to have a spinning animation added to it so once it is in the game it will actually spin.

Once I  get onto a computer with substance painter, I will update the blog post on how far the windmill is coming on.

Synoptic TD – Update

Over the course of the day I have worked on texturing the tower, getting a path for the board and making a start on the stop start buttons.

I think the texture for the tower has turned out well. All I am waiting for now is the canon to be put on top of it and the tower will be fully complete. This is what the tower looks like. As you can see the castle doesn’t have realistic textures, this is because the project is low poly. Castle Render2.jpgCastle Render

Yesterday I also mentioned the rock which I created which isn’t going to be textured in substance painter. This is because I will just slap a grey texture on it so I can do that in unity. This is what the rock looks like.Rock.PNG

As you can see there isn’t much to it as it is a rock however it does look better in unity.

Over the last hour or two myself and Ethan have sent over our textured and ready assets and we have been looking at them in Unity VR and they are all looking very nice the level is starting to come together, however I need to finish the board and get it textured as right now, that is what is high priority for myself. This is the board in maya with the path.

Board

This is the path that the enemies will take. Starting from the top right corner, they will move down the board and get to the bottom which will be a castle type building. I will update my blog once the board is textured and ready to go into unity.

 

 

Synoptic Project Begins.

This week I started creating assets for the synoptic project. Yesterday, I finished off a little bit of pre-production by creating my individual contribution form and adding it to the team google drive.

Today I started creating the board, and I am now quite far on as it is a fairly simple asset to create. The board will need an individual path so the animators can create a walk cycle to follow the path.

Yesterday I started off production with one of the simplest assets on my schedule which was a rock. It was very easy and simple to do and it turned out pretty well. I then progressed to my next simplest asset which was a tree again fairly straight forward and turned out pretty well (the colour on the tree is just a placeholder). I am not going to post an image of the rock as it is very straight forward and it has now texture.

Tree synoptic

I also started on making a tower for defense based off my concept art and it is turning out quite well as of now. I will continue production for the tower in the next lesson as I have to tweak a few things and add a few things onto it to make it look more like a tower. Right now I have to make the window bigger as it is too small but it wont take too long and then I will be able to post an image of the tower onto my blog.

Overall I think I am making good progress on my assets and time management and if I continue to do so I should be completed in good time.