Wednesday, 30 December 2015

Life Drawing Task 8

In this session, we attempted perspective again however with just the body, asides this however the overall session did not include a lot of experimentation. First of all, some practice sketches:
I am pleased with how the warmup sketches came out, as the proportions are accurate and not much is missed out. After this we put our paper on the floor and drew the model from a low angle, meaning that the proportions would look slightly off because of the perspective.

Out of the 3 of these, my personal favourite is the middle one, as it has good propotrtions and they are also scaled to the perspective I was attempting to achieve. For this nest part of the session, we had to draw the figure 3 times but at different angles:


The one I like least is the red one, as the shape and sizes of the body are all disproportionate, however the one next to it is my best: the shape has the model's likeness and the placement of the chair, mat and bodyparts are accurate.

Tuesday, 29 December 2015

Life Drawing Task 7

In this session, we had our first look into using perspective, however we first started with some warmup drawings of our male model.


I feel lately I'm getting better at capturing the gesture of the figure quicker, and that i just need some refinement in terms of getting the correct proportions, as well as doing it in a quicker time. Now we move on to perspective, were we had 4 circles spaced evenly on the floor, and we had to draw the vanishing point, horizon line and the figure within it:

 After this I was suggested to try a lower horizontal line, and the result is a lot better:

 After these, we then had to draw the space around the figure in any medium, I chose pencil and as a result the image came out faint, so the one seen below had to be enhanced:
Our last drawing was of a long pose, and could do what we wanted, I tried something stylistic and made a thicker outline and a few hard shadows:

Although succesful, I do feel that this is a little dull looking, perhaps next time I could find a way to implement an intersting way of using midtones.

Wednesday, 9 December 2015

3D Game Environment Intro: Adding Functionality and Final Build

Using the Standard Assets from the Unity Asset Store I started to implement functional doors and events using Unity's scripting engine and the components of game objects. As such I have been able to achieve the capsule door opening and closing, dialogue via subtitles on the screen, a triggered "jumpscare" and also a event that differs depending if the player triggered it or not. I have also implemented voice acting.







This is how it looks in-game:





If the ghost is approached:




If ignored:




After a little refinement, I'm confident enough to call this my final build, and that it matches the requirements I was given, although it is rough around edges (but it is a prototype after all). Next time I make another greybox prototype I'll have to look into more in-depth gameplay rather than picking up tickets.

Assets Used:
Unity Standard Assets: https://www.assetstore.unity3d.com/en/ (16/10/15)
Ghost Music: Gaster's Theme - Undertale (2015) (26/11/15)
Sound Effects: www.findsounds.com (26/11/15)
Piano Slam: https://www.youtube.com/watch?v=6Fd7hj2gLOA (03/12/15)

Tuesday, 8 December 2015

Battle Arena: Adding Textures and Unity, Final Build

The next step to do for the battle arena is to add textures and import the level into Unity, this is how it looks textured in Maya:








And this is it in Unity, with the props also added in:











Most of these textures I have taken from the web, as I didn't have a lot of time to make my own, There are a few textures that I have altered as well using Photoshop as well. In the end I feel that my favorite part of the battle arena is the ruins half, as the trees and background don't blend well, and it's easy to see off to the end of the outer plane, asides this I feel it was successful.

Textures Used (URL of Origin):

http://www.lughertexture.com/vegetation-plants-textures/trees-png-with-alpha-transparency (09/11/15)
http://www.johnsolo.net/tex/tex.php (30/11/15)
http://www.mb3d.co.uk/mb3d/Plant_and_Leaf_Seamless_and_Tileable_High_Res_Textures.html (30/11/15)
http://ftourini.deviantart.com/art/tileable-tree-bark-texture-216962711 (30/11/15)
http://agf81.deviantart.com/art/Stone-Texture-8-Seamless-258478787 (30/11/15)
http://webgraphic-template.com/20-stone-textures/ (04/12/15)
http://gamebanana.com/textures/4230 (04/12/15)
http://www.mb3d.co.uk/mb3d/Metal_Rusty_and_Patterned_Seamless_and_Tileable_High_Res_Textures.html (04/12/15)
http://agf81.deviantart.com/art/Seamless-Concrete-D651-338741360?q=gallery%3ASeamlessTextures%2F25035230&qo=7 (07/12/15)
(Rock and Grass texture supplied by lecturer via MyUCA, URL origin is unkown) (09/11/15)

Unity Assets Used (From Unity Asset Store: https://www.assetstore.unity3d.com/en/ (10/10/15):
Standard Assets (Water, Water (Basic))

Sunday, 6 December 2015

Life Drawing Task 6

In this session, we had a new female model, and as always we began with a few practice drawings:

I feel that in these drawings I'm starting to capture a good silhouette of the model. Next we had to devide the paper in half, and as we drew in one media with our right hand on the right side of the paper, we had to mirror it on the left as we did it:


I found this difficult to focus on drawing with 2 hands at once, and mishaped my drawings of the figue. After this we had 10 minutes to draw the model in detail, unfortunately I didn't manage my time well, and also made the lower portion of the body too small:


Next we had to use draw the figure using shading, and so I did this using a pencil, I feel that I had a good shape and form but the shading was too light:


Battle Arena: Props

After having constructed and refined the battle arena, I have started to create props to implement numerous instances of when the environment is implemented into Unity. First off, the trees:

To make a tree, I first have to make a trunk:


And the leaves, to do this I made a alpha texture of a branch:


I then applied these to a plane and duplicated them all over the trunk and resulted in this:


I also did something similar with the grass prop:




Then I made Sword:



And a shovel:


As well as these, I may go ahead and implement my barrel as a prop, this is what they look like in Unity:



This is how my map looks untextured in Maya: