Posts Tagged ‘Paragon Station’

This is a map of the Paragon Station level with all the assets we have in place so far.

Paragon Project screen 1

I took this into Photoshop and highlighted areas where I think spawn points weapon drops and events should occur.

Paragon project screen 2

I tried to space out the spawn points so no one would start the game to close to one another, I also made sure there was plenty of cover near them to try and prevent spawn killing giving the player chance to get their bearings and get back into the game. I scattered some of the weapons into hard to reach spots like inside the hotel and on top of the ticket office these will be more powerful weapons than the ones scattered out in the open around the map. This rewards the player for searching as well as providing a good vantage point to use there new gun.

Interactivity with the assets:

These are some of my thoughts on how the assets could be used interactively and not just sit there setting the scene.

  • With things like the flower cart it would be nice if the wheels on the cart could be blown off causing it to tip to one side or fall completely to the ground, or even be pushed by a player for mobile cover. being able to move the cart would also allow it to be used to access areas that were out of reach adding more of a puzzle element. If someone jumps into the flowers an array of petals could be added so it looks like there been knocked into the air as people go past them.
  • The buckets could be used as projectiles throwing them to detract or stun an enemy, it would also be nice if you could put it over someones head which would blind them.
  • The buffers would grant partial cover to a player and may be climbable allowing access to the roof of the train.
  • The sacks could be used as cover or dragged and stacked to create a platform for you to climb up to areas which were out of reach.
  • when you shoot a newspaper it should play an array of papers being flung into the air this could provide visual cover for a player if they are running from someone.
  • All windows should be breakable and is they are on an accessible building then you should be able to jump through the window allowing quick escape and access to the building.

I came up with all of these points by thinking of the object in the real world and what it could be used for then picked the functions that would be relevant to the style of game that is why I did not list being able to fill the buckets with water or buy a bokay of flowers and smell them, as you would not think to do that in a shooting stage it is more cover, access and diversion orientated. Having things function as you would expect them to helps keep the player immersed that is why you need to be careful of what is destructible and what isn’t because if a player could hide behind a stack of newspapers and the bullets cant pass through the player shooting will get angry and question why paper can stop his fire.

To prepare for the group presentation we are giving on the paragon project we talked about what possibilities there were to show off the level and decided a fly through would be the best option. Through out the fly through we will have a flat plain textured with a slide of information the video will then be paused and the speakers can talk about their segment. I came up with the following structure plan to make sure we have a slide for every learning out come on the brief and will post a link to it on the steam group and print physical hand outs for the next lesson so everyone has a copy and we are all prepared.

Presentation structure

Introduce the project:

  • What was the objective?

Research:

  •   What we needed to know.
  •    How would we do it?
  •   What we found out.

Interactivity in the world:

  •  What interactivity takes place in public places?

Communication:

  • Group meetings.
  • What solutions we came up with to keep in touch outside of Uni.
  • How well did it work?
  • Improvements.

Interactivity within assets and design:

  • What assets we needed to focus on.

·        Development.

  • Interactivity within the assets.

The environment:

  • The layout/ design.
  • Interactive elements.

Closing thoughts:

  • What worked
  • What could be improved?
  • Final thoughts – optimistic taking the project forward to the client project?

Questions:

  • Q&A.
  • Prepare extra material to answer potential questions.

Before the holiday we discussed and set up several ways of communication but after checking the group page regularly I noticed there weren’t many updates. This is either because people are focusing on individual work since its so close to handins or that they are not sure what to say, so I thought of a way to keep track of everyone’s work without having to go into a great deal of discussion. This method is like a sign in system I used while working in admin we would have the assets name then the name of person who has taken it, how long we agree that asset should take to complete, the date taken and the estimated completion date based off of the agreed completion time. Here is an example of my idea:

Sign out sheet draft

I also added a tally in the top right which would show us how many assets there were originally, how many we have done and how many remain to give us an idea of how much is left to do and how fast we are proceeding. I think this will improve our efficiency because it gives every model a deadline whitch is something I know I will benefit from as I have a bad habit of leaving things and working on whatever needs to be handed in first. so if every model has an agreed hand in date I would be more motivated to get it done and not miss a deadline, which the whole class will have agreed on. This will also allow everyone to keep track of what has been done and when someone took a model as some people have been working on the same model for weeks without giving any progress updates, this table would let us see what is behind and allow us to chase it up with ease. This would also benefit the construction process as whoever is laying out the assets will gain a quick idea of when something is going to be complete without having to ask everyone who was doing that particular asset and how far along they are.

The current communication I feel has not gone as well as it could even though we have efficient resources set up, which not everyone is signed up for, and this table was my solution of how to give everyone something to update and to make information on progress as accessible as possible. I will try to make a digital version of the table that can be updated on the various sites we use and add basic formulas to quickly work out the assets remaining if the group agrees that this is what we should do. This will hopefully strengthen our communication and productivity ready for the client project next term.

I practiced creating roses from a wire frame line to get a better idea of how to create more organic shapes.

flower screen 13My first attempt had rough edges so I looked up how to smooth the lines I draw with the line tool to get a more curved shape.

flower screen 12

I then used the lathe tool but only created a segment because flowers are not perfectly round.

flower screen 11

I then added a shell modifier to add some thickness to each segment.

flower screen 10

I then played around with the array and noise modifiers. this would allow me to have several segments that are not connected to replicate different petals, also by using the array I only have to modifier the original and all changes will happen to all the others making it easier to get things perfect.

flower screen 9

flower screen 8

I then created a stem by creating a cylinder with several segments and added a noise modifier.

flower screen 7

I then did a quick render.

rose render

The flower still did not look quite right so I played around with different modifiers and found the twist modifier this made the spacing between each pettle look more natural.

flower screen 5

I then started to reduce the polys and get rid of any unnecessary petals.

flower screen

I then experimented with making low poly flowers because I could not bring the count of the rose below 1000 this is useless as a back ground asset in a game and more suited for a focal point.

flower screen 3

Once I was happy with the flowers I unwrapped them and added basic textures trying to use the brush tools to add highlights and tones.

Rose 2

Rose 1

tissue paper uv

Tusue_paper_for_flowers1

plastic flower bucket 2

plastic flower bucket 1

Flower1 2

Flower1 1

Daisy 2

Daisy1

flower screen 2

I then added collisions to the models that needed them and exported each flower individually zeroing out there coordinates to center the pivoted when they are put in the engine.

With the flowers out the way I had some time so I made a newspaper I kept it as low poly as possible and hope to make it look less ridged when I look into more advanced texturing.

flower screen 1

I was handed the train to unwrap to help move the project along. When I received the model I quickly realized there was more to sort out than just the unwrap.

Train unwrap screen 10

There was a lot of wasted polys on the bases of objects that sat on top of the train, numerous n-gons and polys that were sunk into one another that were unnecessary. I had a go at cleaning it up but realized it would take me to long so I asked Matt to take a look at it as he is the most experienced with the software in our group. I watched him clean up the model and picked up a few tips and shortcuts that will help me cut down the time it takes me to make models in the future.

Train unwrap screen 9

With the train grouped correctly and corrected I tried to begin the unwrap but the top part refused to unwrap and flatten correctly.

Train unwrap screen 8

Train unwrap screen 7

To get around this I had to export the mesh as an .OBJ file then opened the model again and it unwrapped properly I also created the collision for the mesh.

Train unwrap screen 6

Train unwrap screen 5

I then realized that the inside of the train were the driver would sit and since the outside of the train will be textured different to the inside making it a two sided texture wouldn’t work. so I capped the poly with some difficulty and unwrapped the rest of the segments.

Train unwrap screen 3

Train unwrap screen 2

Train unwrap screen 1

I then turned each segment back into an editable poly to save the UV data and handed the model back to Adam to add mode detail, with the UV data stored it will make the unwrapping much faster in the future.

I started modeling the lair by taking measurements and made a block out model with accurate dimensions. I had two conflicting measurements so I made both versions and confirmed which was correct.

lair screens 5

lair screens 10

lair screens 9

lair screens 8

lair screens 7

I then started adding details onto the facade of the model so I can build modular pieces.

lair screens 6

I then placed the window & door pieces in all the places were windows & doors are located.

lair screens 4

lair screens 3

I then added the guttering and curved tip to the roof.

lair screen 2

lair screen 1

I also worked on getting the back of the building right as my initial measurements did not show were the roof slant ends and the flat roof starts. The Lair has been put on hold as we decided as a group to focus on the interior of the station and pause all outside assets till after Christmas. So I started to help move the interior models along by doing unwraps before I start making more smaller assets.

To make the train bumpers I started by looking a the photos we took in the station and online for any close to the time period we are doing.

IMG_9228

IMG_9173

IMG_9231

I started modeling by importing a model of a UDK character for scale reference and worked on getting the height right.

Buffers development screens 6

I ended up removing the UDK character as the import changed the default units from inches to centimeters and the rest of the group is working in inches which caused confusion as to why my model was so small. once that problem was figured out I added the bumper face to the model and the covers around the base of the angled legs.

Buffers development screens 5

I then added the back supports to the face.

Buffers development screens 4

I then mirrored the side I had made and added the tracks Scott had made so it would line up perfectly.

Buffers development screens 3

I then unwrapped it and added the collision.

Buffers UVW

Buffers development screens 2

It was then pointed out that i had forgot to add the round bumpers because they are not in the modern pictures so I flattened my model by turning it back to an editable polly again this saved my unwrap information and lined my model up to the rough model of the train and added them and then added the new data to the unwrap.

Buffers development screens 1

This is the point in my unwrapping where i started to use the grid snap tools to make sure that everything is neat and efficient instead of what I use to do and just stitch everything together and scale it so that it all fit on one sheet.

BuffersUVjp