Thursday, September 1, 2016

ET15 ASSIGNMENT 01: Current Portfolio & 3D Modeling Test

3D Modeling Test:

**update 9.14.16**

Here are some pictures from my "portfolio."  First up is my obligatory space-shooter for Android made in Unity entitled "Cruxton."  It uses accelerometer controls and the graphics were made in Houdini.  (such as they are).

This was the first game I made in Unity; so, i learned about using a modern game engine.  Also, this was the first time I had made an Android app, so I learned about that too.  Also, this was the first time I programmed anything in C#.




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Next is a 2D Android game made in Unity which is a spinoff part of my Crystal Tower game world.  This game is called  Tree and Fairy.  You control a fairy who's tree has been turned into a crystal while she was out picking Wooley Blue Curls for a potion.  Worse still, hordes of robots are coming to mine chunks of your crystal-tree.  You have to fight them off as you search for a way to save your home.

This is the first time I made a 2D game; so, i got to learn about dealing with 2D.  Also, this was the first time I worked with touchscreen controls.  Finally, and most importantly, this was the first time i worked in a team.

Besides for me, there were an artist and an animator.  There are certainly interesting challenges that arise when working in a team.  Eventually, the artist got pregnant and left town... then my laptop got stolen.  that was pretty much the end of this project.  (although i have backups from a few versions back).  I also started working on a 3D version of the game at some point.


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Here is an early demo of Crystal Tower which was made in Unity.  You are a girl named Phoebe who lives in a Fairy Forest.  One day, while you are out picking Wooley Blue Curls for a potion (do you notice a pattern? :D ), you stumble across a little robot rolling around in the tall grass.  You follow the robot into a portal which leads to a holographic Crystal Tower which is mining energy from your Fairy Forest world to fuel itself.

There you find out that, aside from being a Fairy Forest girl, you are actually the Goddess of the Crystal Tower named Athena (or maybe named Flavia).  You gain the ability to switch back and forth between the two characters which affects your skills, appearance, attitude, and also affects the way others perceive you.

This is certainly my "pet project."  Making this demo was the first time i messed around with several things.  I learned about using navigation meshes, dialogue systems, and AI.  Also, I have developed a handful of characters for the world; so, it was my first time attempting any sort of documentation for a game.  I made a wiki which includes a writer's bible.  (modeled after concepts outlined by Christy Marx.)

If possible, I would like for my project in this class to fit into the world of Crystal Tower.  I think it might be a good fit since I imagine the Crystal Tower to have a bit of a sci-fi, techno-magick, steam-punk feel to it.

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I wrote all of the music for these games.  Some of which can be heard on Soundcloud.  Unfortunately, much of it was stolen when my laptop got stolen.  (yes i suck, i didn't make a backup, fml.)

Soundcloud gamemusic set



**update 9.13.16**

Just for fun, I loaded the same assets into Unreal.  Here they are running in Unreal, and they look more-or-less as I had intended.  For some reason the door looks like it has a very thick coat of glossy lacquer... ahem... i meant to do that...  It's a feature  :D



**update 9.12.16**

I figured out my texture problem in Maya, and I partially solved it.  Basically, there is a limitation in the Houdini plugin that only allows Maya to access one Material per geometry object.  So, for instance, I had originally made my lamp as one single object.  To get separate materials, i had to split the base, the lamp body, and the lampshade into separate geometry objects in order to view the separate materials in Maya.  



Unfortunately, the way the window and door/wall assets were made, it would have been difficult and time consuming to remake them as a group of separate geometry objects.

Since there is no such problem with the Unreal-Houdini plugin, I decided not to worry about it for this assignment.  

**original post**


Since I have never really used Maya, I decided I would try to make procedural model assets in Houdini and load them into Maya for rendering.  I made some basic assets, which contain textures within the Houdini asset file.

So far, the results have been mixed.  When I began loading assets into Maya, I found that the textures were not being displayed until I checked "hardware textures."  Then the textures were displayed incorrectly.  Specifically, assets containing multiple uvs and textures were not being displayed correctly.  Only the first texture in each asset was applied to the entire asset.

In this early test render, the wall and door, the table, and the lamp are all separate assets.  I am attempting to understand why this texture workflow was inadequate.

Since Houdini Digital Assets can also be loaded into Unreal, I decided to try loading the same assets into an Unreal scene.  I recreated the same early scene, and this time the results were as expected.




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