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Unit 8 2

FMP Week 10

Introduction

This is my final week of my production and putting my final touches to my 3D environment to make it the best that I can physically make it. Within this week I am planning of adding a little depth within the textures that are on my assets trying to give them more of a pop and bumps that line the whole of the walls, chairs and the lights above to really give that sinister gritty look to the surrounding environment.

The first thing that I wanted to do was add some secular and normal maps to my texture to really make the environment jump out at the player and make the environment look spooky and fit the horror theme, because so far without these mapping it looks rather plane and it doesn’t have that element of fear that I would like to implement within my 3D environment.

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Adding textures to starter room

As you can see I have added the mappings to the starting points floors, walls and the ceiling to make it really pop and look good to the players that play the game.

The image below shows the final part of the final design of the textures that are going to be used within the start of the 3D environment. There was a few issues with the texturing of the walls, I tried to add blood stains that will go down and along the walls and the floor to put more of an impact to the whole horror feeling that I would like to have put forward. However, this came with an issue seeing that the original asset that I had gone missing and I was unable to find the asset so I couldn’t add any blood stains to the original asset and its textures.

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Adding normal and secular maps

The original textures for the planes over hanging storage areas was simple and very bland at the start and to me it looked much too clean and I wants the “blood stains” on the front door to pop out more and make the rest of the plastic texture look more rustic and old, rather than it looking all clean as pristine.

As you can see that as I have added the normal map to the containers its made it look older as wells as more engraved than before. After some discussion and peer feed back of what they though that should be included to make the 3D environment become perfect they suggested that “The compartments look too stone like and it looks more like concrete rather than looking like plastic”.

 

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I have looked into this and they did so I took down the number of lumps that were given to the normal map of the compartments to take away some of this stone like texture. Bringing this down has really changed what the containers look like on the over hang by making the normal map less in depth and bumpy as before it has made it look more like a plastic rather than stone. aasdasdasddassdaasdasdasdasdasdadasdasdasdasdasdasdasadasasdasdasdasddasddasddasddaddasdda

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Here I have created some of the over head devices that are within planes that call for someone, on lights and gives off air conditioning to the passengers below, I though that creating this would be a good thing because it could emit light on to a possible character that is going to be placed within a deconstruct-able chair that upon the player walking on this trigger box, the light will blow, the character would disappear and the chair will “explode”.

This is the reason why I have textured one of the lights differently to the other one so one looks as if it is on and the other one is off.

Upon the importing I noticed that the area and place that it needed to go as well as where id like it to go, it was far too big to fit within the place because it was was too big to fit it in the area. Also as you can see from the image half of the model is “floating” off of the model is supposed to be within and this is a huge problem.

To resolve this problem I went back into 3DS MAX to edit the initial size of the asset as well as adding on a backboard to take away that gap that wasn’t needed or intended.

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Adding buttons

As you can see after some alterations it is fitting nice and snug as well as not having the gap above the asset as well makes a big difference due to the lighting bounce as well as having any light go over the top of it which would make it seem un-immersive.

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Evaluation

This week has gone rather well and my plane interior is finally coming together and it is starting to get the whole scare factor that I was hoping that it would entail. I have added all of the specular and normal maps to the assets. I have added a few tweaks to the positioning of some of the assets as well as size and shape to make them seem more fitting.

Adding the final touches to the plane really went well and they look sharp and defined and they really give a sense of decomposing of the plastic.

 

HEY!: justincase1021. “HEY!” Free sound FX. justincase1021, January 21st, 2010. Web. 21/05/16.

 

Final Major project week 9

This week I am going to be adding the final touches by adding the textures and finishing off the last few models that I need to complete my whole 3D environment, the first thing that I am planing of doing is creating the last of the assets of the galley and texturing them to the appropriate colours and adding some decals to make it more sinister and eerie to look at.

I am also adding sounds, actions and different additions to the environment that are really going to make it spooky and feel more horror feeling.

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The first thing that I was working on was adding some of the final props to the environment as well as texturing them to the correct preferences that would match the whole horror theme that I am going for. Some of the textures that I am going to be using for my planes galley.

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As you see have used dark toned textures for the assets that are within the galley and I have stuck with that sort of theme throughout the planes interior. The reason why I have done this is because when applying the other elements within my 3D environment it is going to work well with blending the objects within the background and getting that horror vibe that I am trying to create.

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Evaluation

This week I have added in all of my assets within unreal engine to see how it is going to look when I have layed it out with all of the correct parts in the correct places that they need to be in. I started to align the walls and the floor as well as starting to put in the lighting and chairs to add to the horror mood.

I was trying out with some experiments with this by trying to make the lights flicker as blow with the press of a trigger box to try and make the player get more mentally provoked and scared.

 

spooky aumbience: xDimebagx. (October 4th, 2013). Horror » Atmosphere – Horror 2 (Loop). Available: https://www.freesound.org/people/xDimebagx/sounds/202239/. Last accessed 20/06/2016.

Woman scream: sironboy. (October 23rd, 2011). Woman Scream. Available: https://www.freesound.org/people/sironboy/sounds/132106/. Last accessed 20/06/2016.

Ghostly whisper: dimbark1. (July 19th, 2015). Ghostly Whispers. Available: https://www.freesound.org/people/dimbark1/sounds/316797/. Last accessed 20/06/2016.

FMP week 8

For the café within the plane I had to look at the layout of what they are going to look like and how they are layed out so I can create one for my own 3D environment that is going to look rather similar or exactly like the original café.

I did find out that they’re not actually called a café like I originally though but they are actually called a galley, this helps me research about them and find out the different things about them. I am going to look at what each of the draws are going to contain as well as various amounts of different designs and layouts of the galleys that are within different planes as well as in different positions on of the plane.

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I found out that they normally consist of up to 10 compartments that hold all of the items and drinks that are going to be stored within each of them. There are many different types of the galley’s that are on planes because it depends on the make of the plane, I am possibly going to go for the one in the picture below because it would best fit my planes layout more than the others.

I have chosen these three different images because they all show a different layout and structure of the galleys that are in the plane. This is going to help me when I start designing my own galley for my 3D environment on the over all shape as well colours, textures and placement of the draws and containers.

I have taken in to count the layouts as well as the different types of items that are going to be within each of the draws and containers. The draws aren’t going to be accessible because this will take too much time to implement that into my final project, sounds may be given off of these objects to make the character jump as well as having blood stains and scratches on the doors.

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I have decided to make all of the top objects that same colour as well as making the bottom objects the same colour as well because this is going to help me with coordinating where the same asset is going to be places as well as how many there are and the length of each individual asset. I have given the objects a good base out line on where I would like the textures to go when I apply them to all of the assets.

There was a few issues that I did come across and these were that making the indents in the correct parts of some of the models

 

What makes a horror game?

I have looked more into what is going to make a horror game excel and take flight in the gaming community, I am doing this so that I can see what I would need to do for either my project that I am doing now or for the future of the project in order to make it a successful game in the future.

I found out that a good horror game has to have disempowerment which basically means that you must take away all of the power that the player has rendering them helpless in the face of an enemy which is going to make the game must more terrifying. I found an example of this, which is Amnesia where you are absolutely helpless when you are attached by any of the monsters, you cannot defend yourself against them.

 

This Video shows the main character being chased by one of the monsters and they are absolutely helpless. They cannot attack, all then can do is run away from the monster.

 

Having complete isolation is another thing that is going to make a game scary and make most situations worse for the player and making it just that little bit more scary for them. This is because if you was within a big team on a horror game then it wouldn’t be as scary because it would become too easy to outnumber the enemy or make the players seem more at ease because they are in a big group.

That is however not the case for the game ‘Until dawn’ you are placed within a group and slowly but shortly your team gets smaller and smaller as you and your ‘friends’ are hunted down by the monster that lurks through the woods.

 

Evaluation:

This week I am staring to finish all of the 3D models that I need for my plane I just need to complete the galley that is going to possibly be on the other end of the plane or in the staring room of the character. I did some research into galleys and I have looked at different layouts as well as different planes to see what each of them look like within different planes and to see what they have that is similar.

This will help me intemperate them into my own layout and design that my galley is going to look like.

 

 

Side view galley: http://cdn-www.airliners.net/aviation-photos/photos/7/6/1/0956167.jpg

Layout: Michael McAvoy. (Jun 9, 2005). Aircraft galley systems and methods for managing electric power for aircraft galley systems . Available: http://www.google.com/patents/US20050121978. Last accessed 20/06/2016.

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