I've realised that although I've made a plan of how long it will take me to produce my assets and make my project I'm not sure I've ever said what my plans are in full and listed what I aim to achieve by creating it.
My plan for my project is to make a functioning, basic endless runner mobile phone game that I can create a full collection of character animations for. I hope to spend the first negotiated study creating the assets need to make it and then leave the whole of negotiated study 2 for the creation of the game and animating the character performing different actions. If I have time during this half of the project I will likely create an animated introduction to use at both the start of the game and to put in the end of year show reel as I'm aware it would be difficult to show off a game on that platform. What I hope to achieve by doing this is a better understanding of the process of making a game, how to create assets to suit a particular platform and a better understanding of how an animation should be prepared in order to easily use within a game engine, with a focus on seamless transitions. This is a similar goal to what I wanted to achieve last year, however last year I failed on my time management and was only able to achieve creating one character, albeit a complicated one, and did not manage to make an environment or game to put it into. This year my time management is going a lot better as I think I'm in a better place mentally and I will hopefully be able to create something entertaining.
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I am consistently updating my other post to tick off which models I have finished creating and which UV unwraps I have optimised to better use their space. I am, however, going to create posts showing screenshots and renders of the assets I have made so far. Building assets: Bench: Bin: Bollard: Construction barrier: Lamppost: Planter: Pipes: I have recently opened and tested the software Substance Painter for my assets to see how quickly and effectively I felt I could get it done and have concluded that I should be able to texture most, if not all of my assets in one or two days. With correct Lambert assigning to the faces of my bench model I was able to simply use two different smart materials in substance painter to achieve the correct appearance. For the sake of added detail; with most of my assets relying on materials to complete their appearance, I used the brush tool and a slight rise on the normal map to add moss and dirt effects to the wood. I could easily use similar tools to add scratches and graffiti to the bench and disguise any seems on other models.
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