Below is a section of Danny's work that is done over the years. This will be from the first work turned in to the latest when it starts releasing. All this work is done in different
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Week 2 - ConceptIn the slideshow, a concept for a game level. The idea for this level was to find an item in order to move on to the next level. The whole level is set in a storage facility where anything can be found and no one knows what is inside. This is a jumping off point for the project that will change as the development cycle goes on.
Week 3-4 - Unity First StartIn this week, the basics of the Unity Engine was taught and I began working on the way the map will be. The floor is made up of small storage units of different sizes as this is a storage unit. Some of the storage units are destroyed and the player cannot go in. There will be stairs to connect both floors as this will end the level.
Week 5-6- Autodesk Maya IntrodutionFor this week, Autodesk Maya was introduced and taught. I built two different meshes that I might use in my level.
Bed:
One of my meshes was a bed that the player can use in order to save the game and have their health restored. The bed is not meant to be anything fancy since this would be dirty and used. These photos show how the bed looks from different angles and how the UV's look when flattened Prop-gun:
Another mesh I made was a prop-gun that will be used in the game for parts to make better equipment. The prop-gun will not shoot or be able to reload, but will remain static. This fools the player into thinking that they have a way to defend themselves even though it won't do any damage. There are pictures of the prop-gun from multiple angles and the UV's of the prop-gun when it is flattened. Week 7 - Autodesk Maya Re-DesignsBed:
For the redesign of my bed, I decided to take out some edge loops from the mesh that are not needed in the mesh. I also tried to look at what faces are too small or too big and changed it depending on how the face looks using edge loops. This would help me put on a sample texture before it is imported to Unity. There are different pictures on different sides to show the mesh and one picture to show how the bed looks like with a sample texture that will be a guide for further texturing. Prop-gun:
For the redesigns of the prop-gun, I changed and added some edge loops to make some bumps more realistic. I also took out some edge loops and put on a sample texture on it as well to help me guide how the texture will look like and where to fix some parts. There are photos of different sides of the prop-gun and the sample texture photo of the prop-gun as well. Week 8-9 - Unity Assets with TexturesThese two assets are textured with an old wood finish. This was the first texture application that I have done in Unity. I remade he bed in order to have a chair. These were used to block certain paths that the player would want to use.
The prop-gun was deleted as this was exchanged for something that will be used to slow down the player rather than not impacting the gameplay. Week 10 - Unity Rooms with TexturesAs I put in my textured assets, I also went and did some of the rooms as well. I put textures on the walls and floor of the storage room to distinguish it from the main halls. I also put in a character to scale the building to be a little bigger than the character in the game and see how it looks when the game is running.
Week 11/13 - Sample CanAs the semester ended, I got introduced to Substance Painter and new ways to model so I can use it in the final. This can was made from one single sphere and built from the top to the bottom. This can was also put with a sample texture for guidance when the real texture was going to be put and that was when Substance Painter was introduced. The can was colored in Substance Painter using a custom texture to be applied. The pictures show the transformation from ordinary can to a Coca-Cola soda can.
Week 14/15 - Final ProjectThe final project was to build and texture one asset that will be used in a group project. The project was a game we all agree on making an asset for and follow a specific style. We decided to go with a child-friendly, Stardew Valley type of style. I was in charge of making a shed and texturing it. The pictures show the Shed in UV form and final texturing. We had around 1 hour to make the asset, apply textures, and submit with the other group member's assets and arrange a scene before the class ended. We were allowed to talk about the theme and style before the assets were made to give everyone an idea of what to follow and make.
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