Hello again! I have been quite for about 4 weeks now. This is because Ii have been too busy with the project. I have decided to merge 4 weeks of blog posts into one long one. I have split the post in to 3 parts. Each part is a key thing I have been working on.
Starting from the start again
We were having a lot of trouble making the back part of our pods (pods will be called Beast in the rest of the text) look interesting for the player. We had forgotten that this is what the player will be looking at most of the time and that it has to look interesting and nice. We had been going on and off with different ideas for the beast that I was working on, but nothing was looking good. We decided to meet with our graphic mentors on Wednesday to see what advice we could get from them. They advise us to make thumbnails and silhouette designs from scratch to see if we could come up with a better design of the beasts.
Me and Seamus sat down and started design different beast by pasting, moving and scaling different parts from other things we thought look interesting as well as drawing our own designs. We decided that we were to make at least 5 designs each, and that on Monday we would choose witch beast/s we were going to be using.
On Monday we had around 16 designs and asked people to vote on the beasts they liked the most and why they liked them. We asked other groups, our group and our mentors. After the voting we were left with 6 beasts. We then sat in-group and decided witch two would not make it to the final. We wanted to have 4 designs because we were planning on having 4 different beasts for the final version of the game.
When we had our 4 beasts we sat and decided which once we were going to model and get into the game first, I chose the one I thought would look nice and that I wanted to model and Seamus choose the one he wanted to. Seamus then sat down and started drawing a turn-around that I could use. While he was doing this I had nothing I could work on, but to not waste any time I made a silo that could be used in the game environment while waiting for the turn-around. The turn-around took much longer that planed and our goal to try to have at least one finished beast for the alpha didn’t work. I tried to sit up the night before to get it done but I was too tired and didn’t get it going, so we had to use the old placeholder that I had done before.
The beast!
After failing the deadline of having a finished beast for the alpha we knew that to be able to get things done we had to crunch out the graphic assets. To be able to work longer hours, I and Seamus asked if we could work at home witch the lead designer said was fine.
I started working on a simple high poly of the body of the beast from the turn-around that I got from Seamus and pasted in the two different engines I had done from earlier designs of beast. I had a working high poly rather fast and started on the low poly. This process was rather straight forwards and I kept working on it. The baking went rather well except that the high poly didn’t have that much information because I modeled it so we could add details to it later for polishing.
I then started to texture the beast and used Unreal to see how the texture was looking on the model while doing the texture. I used unreal because unreal supports PSD files (Photoshop document) so it would update the texture with a mouse click. I used a metal texture as a base and then added a color that would be the personal color of the beast; in this case it was blue. I then added dirt to the texture and patches of rust. I made the rust by picking colors from a rust picture I had taken online and drawing it onto my texture.
We decided that we would only use one beast for the build for GGC. We simple did not think we had time enough to make 4 unique models. We decided that we would do different textures for the beast model we had.
The last thing I did on the texture was to add a sticker at the back (the part the player would see when playing) which would give the beast texture more personality. I then copied the texture, change the color to orange and changed the sticker and we now had two different beast that player 1 and 2 could use.
To the Beta we go
After working home and getting a few keys things done me and Seamus decided with our lead designer that we should have a meeting and make a priority list of things that the lead designer wanted to see on the beta on Friday (this was on Monday). We made the list and we started working on different things, the things I was going to work on was the finish line as well as recharge plates.
I had an idea for the recharge plates; my idea was to have engines that would have some sort of box on it that would project a hologram. I took the engines I had, made a plane that would be the hologram and put them in a scene where I had the track walls to measure how long the hologram was going to work with the walls, I quickly noticed that having the engines would not look good or make sence because players would drive into them. I took away the engines and worked on a box that would be placed on the walls and project the hologram. I made a quick High poly with pasting on buttons and different things I had from other projects and baked everything out.
Then I started working on the shader for the actualy hologram. I found a guide witch I followed and added my own things so it would be better for our game. This took a long time because I had never worked in shader forge (shader asset for unity) before and had to learn while doing it. After a day job I had something that we liked.
I then started working on the recharger platforms that would recharge the energie the players use for boost and life. The lead designer had a design that he had drawn up so the modeling part was quick and easy. I then started to texture it witch gave me some headech because I didn’t really know what to do. I wanted to make it metal and rust as our other things but still needed to indicate that this is something positive and that players should drive onto it. I tried to make the actual recharge things glow but could get it done in shader forge. My solution was to make a cylinder with its own shader that looked close to the hologram so the player would understand that something is projecting out of the recharger.
Here is a picture of the different things I have been working on in Unity
That is what I have been doing for the past 4 weeks more or less. Sorry for the long post intill next time bye bye!