Tuesday, September 15, 2015

EOC_Wk10

This project was one of my earliest level design projects. In this project the main focus was to create a two-side scroller level with some specifications: had to be easy to beat, had to have moving platforms death traps and life count and some type of treasure collective.

In this project I had to use references in order to create some of the assets for it. The theme was “castle ruins” therefore I had to implement some type of medieval architecture. The level was simple, it was a platformer level (focused mainly on jumping on platforms to get to the finish line) and along the level you had to evade enemies along with death holes.

The level had to have two parts, an entry level (easy) and a more difficult part. The first part was easy, I introduced the player to the mechanics of the game, such as what buttons to use to jump, and what kind of collectibles the player would find. In the second level, I introduced the player to the enemy, and how to avoid it, and some of the death traps, which were more regular.
For the moving platforms I had to code the assets in order for them to move a t the proper speed for the game, same for the enemy, I reused the same codes for the death traps making the player respawn in a different location if hit my the enemy.





This project was very successful because not  only it met the requirements, it also was fun to play, there was background music implemented as well, and everybody enjoyed playing it.

Tuesday, September 8, 2015

EOC_Wk_9


In this project, I tried to expand my knowledge on hand made arts, and tried sculpturing on clay. This projects has been challenging since I’m mostly focused on digital arts, so I decides to create a creature from imagination using references.

For references I chose the angel of death from the movie “HellBoy 2: the golden army” as a base model. I changed a lot of the features on the character since the project was about making it our own character after all.

For the skeleton of the bust, I used aluminum wire for a strong support, then, I filled up all the big empty spaces with aluminum foil so that way I wouldn’t have to spend so much clay filling in those holes.  I started the sculpture by setting up a rough clay base, for there I started taking away and putting in clay, all proportions of a human face were there, but I had to take in consideration that this character is eyeless, and had a crest on the top of the head. Taking all of these in consideration, I went ahead and began to do the details of the face. Something I really enjoyed when making this sculpture was the story this character could tell, since it was based on an angel of death, this was a very fun project. I really enjoyed putting in the detail it had, I learned so much about details and human proportion. This project I can call successful because was one of the most detailed projects in the class, and besides it met all the requirements, the fact that this bust projected something so sinister and semi based on imagination, the teacher, like me, was very pleased with this project.



Tuesday, September 1, 2015

EOC_WK8

In this project, we see a little bit mote in depth what it is a video


game. In this project, I had to create a level for my level design class. In order to have a good start on level for a game, you have to have references and a well-defined layout of the desired level.
Using the program Photoshop, I was able to create the layout of the level, I decided to make it large since it was going to be a side-scroller.
Then I started blocking out the shapes of the platforms using the 3D software Maya, so that they were easy to recognize as platforms.
I wanted to go with a castle theme for this level and added certain assets that resembled a castle, including a kiosk, platforms with fences and tall towers. During the building of the level in the game engine Unity, I created “enemies” for the player to avoid, and of course, added a dead box so that when the player touched the enemies, he’d eventually die. 


Some of the requirements for the level were to have a hidden room or secrete passage where the player could find a treasure, and so I created a platform on top of the starting point so that the player would have to explore the level form the beginning, and this treasure was also the key to open some doors in the level.  This project was very successful, not only because it met the requirements but also because it was fun and easy to go through, the platforms were well timed and easy to reach, the treasure hunting was very fun and the scripts used for the enemies (AI) worked as planed as well as the death box, which was used as a spawning point when the player fell of the platforms in certain parts of the game.

Tuesday, August 25, 2015

EOC_WK_7

This is an Advance lighting and texture exercise I made a few quarters back. In this project we had to get a reference of a scene and recreate it in a 3D environment. My pick was an abandoned house, more specifically, a room.
My initial idea was faithful replica of the scene I chose since I really liked it, but as I kept on going with the project, I decided to make some changes to the models and forget about the replica and work with the mood of the reference.
I started with a simple bed with curtains on the sides, I tried to make if look fancy in a way. For the sheet on the bed I used the physics tools available in the 3D program “Maya”.  I created cloth physics and I was really pleased with the results although I did not do the same for the curtains on the bed, I was pleased with the way I created fold on the curtain.  I decided to populate the room a little bit more by adding a fallen table, plant and pot.
For the windows I wanted to come with a story for them, I’ve always said it, a good background tells a story. In this case I added bloodstains on the curtains and played with the transparency on the materials of the. The window was designed to be broken because in most abandoned places it is normal we see this characteristics in buildings.


Finally, I experimented with the lighting, since it was one of the requirements for the project. My first option was a sunset lighting situation. I really liked how the low orange illumination worked with the room itself even before applying the textures.  My second option was a midnight illumination, for which I chose to have a more moon lighting in the scene. This projects were successful, not because they met the requirements, but because the designs and the scene was well put together, the illumination and were a big part of it too.

Monday, August 10, 2015

EOC_Wk4


In this project, my task was to create a 3D asset of an abandoned gas station.  The requirements for the gas station were simple, it must have a Store, a roof, and at least 4 gas pumps, each pump should be different from the others).

The Gas Station store was a simple task sine I applied concrete materials to the walls and a text to the store sing above it. Since the outside of the store was required, I added two windows and applied a wood texture to them as if they were barricaded from the inside. Since the windows were simple, I created planes to cover them and applied a texture with alpha channels with graffiti on them.  For the door, I applied the same technique and made a plane with wood texture on the door along with graffiti on it.  The planes with the alpha channels have messages that you would find in abandoned places “No gas, No food, Dead inside”.

For the gas pumps, I designed 4 different ones, one of them was in good shape, all elements of the pump were there like the hose and nozzle, the other one had the nozzle on the ground, showing that someone tried to get gas from it with no luck, the rest were more deteriorated, they were broken and even broken apart and on the floor.

For the roof of the station I decided to leave it without lights or lamps since they were not going to be utilized in the game. Once the model was completed, textures in its totality and critiqued, it was exported as an FBX file and placed in the game.

In my opinion this project was a success because I had a lot of feedback during the process, nad later on approved by the team leader.

Tuesday, August 4, 2015

EOC


In this project, one of my tasks was to build a house that can be used to populate the world in a game.

This asset was created in Maya. There are two versions of these houses, one being a one story house and the other one being a two story house, using realistic textures, decals and alpha channel textures (textures that only show a desired texture with no background), and specular maps (shiny parts). . The houses are made up of 5 parts; the house itself, the windows, door and door frame, fence and growing vines.  I used decal textures to simulate the rust and mold building up in a wooden house, water build up and dirt, for the windows I used a specular map to give the windows some shine, I used wooden planks textures to make it look like as if it was improvised barricaded form the inside, the door was closed but taken over by decal texture ads if the elements tried to destroy it as well as some claw marks and blood. The fence has an alpha channel texture, that means it projects the holes a fence would project without having to create all of those holes and reducing the poly count on them. And last, the plants outside the house were a personal touch,  I wanted to give the house even more live by adding an outgrowing vine, this vine has a strong alpha channel texture since you can only see the plants and nothing else, giving it a better balance in the color scheme with the house.

In my opinion, this house was a success because it met the requirements the game needed, also it was well thought and designed, though the shininess in the windows could use more work, im happy with this project.

 

Tuesday, July 28, 2015

projects EOC

   
In this project, my task was to bring assets resembling what we could find in a city, the most noticeable asset would be a billboard. In this project I created this billboard for a project I had in my prototyping class.  In this project, the billboard is a simple square and a cylinder (with smooth edges) it also has a catwalk and light just like real In the real world.
The 3D program I used to build this asset is Maya and it is composed of 4 parts, the board, the steel staff, the catwalk and the lamps (no lights). The billboard has a decal texture (chipped paint, rust and mold), the staff or cylinder has the same rust made with different paint brushes, and also a a specular map to simulate the shininess that the metal still has in it.  
To make the billboard more realistic, I used advertisement we could find in any billboard in a daily basis, in this case, the word “Homes” is a good example of advertisement.  Also, since in this game the purpose was to project a city in the middle of a zombie outbreak, I implemented another set of textures to the same model, giving it graffiti since those would be more common in a zombie outbreak.
This project was successful and was used in the game, although it could have been improved more, I achieved what I wanted and it was having a good asset to put in a game that could be useful in an environment.