Thursday 28 April 2016

Off the Map Game production

After finishing the concept side of the project, I moved onto creating assets for the level. I began modelling low poly rock shapes in 3ds max, with sets of three, two large, two medium and two small, I then imported them to Zbrush so I could begin sculpting. While sculpting the rocks I used the clay bush and slash to add cracks and errored edges, alongside the high polish brush to create sharp edges and flatten surfaces.

Afterwards duplicated and Zremeshed each model to around 700 or less, then exported all high poly and low poly meshes, so I could open then in 3dsmax to begin unwrapping and baking the normal maps. I then continued to create multiple other low poly assets, such as grass, stool, a tree stump, reeds, roots, a plate, a wine bottle, a tree mushroom. While making these I creates low poly models in 3ds max and unwrapped, I made sculpted details into a few of these assets such as the roots, stool, tree stump and plate, so that I could bake details into them like bark on the wood and cracks on the plate.
















I also created a Mother tree and some fairy windows and doors. I created low poly models in 3ds max then imported them to Zbrush to sculpt wood details and shape. While sculpting the windows and doors I added door hinges, wood planks and reinforcements on the wooden planks, I also used the mask tool to paint out areas of detail which I could inflate and have risen above other areas. I could now then repeat what I had done with all the other assets, which I unwrapped and baked in 3ds max.











Once I had Finished Modelling, unwrapping and baking everything I could move into texturing. For all my assets I used photobashing and painting, I used photos as a base layer then painted over the top using blend tones to create a semi stylised texture. I tried using more vibrant colours for the wood textures, as the level would be set at night and the textures need to be visible.











After I had finished all my assets and imported them to engine, I worked on creating PBR materials for my meshes.
























 Afterwards I created the vista background of trees and the ‘begin play’ button for the menu screen.



Overall I am very happy with our team effort and what we have accomplished. I feel it is a good representation of what we initially wanted to create and captures the theme of midsummer night’s dream. The level doesn’t 100 percent reflect the concept we created, however the concepts were there to help towards developing the look of the level and understand the atmosphere and lighting. As well as the paint over I created, helped build the layout of the level. All my assets within the level work well with the whole scene and fit with the style guide, they show high detailed normal maps with lower detailed textures. The whole level works well together and flows and the player progresses, however the lighting is too dark and need a better balance from dark to light, as some of the light is too strong. If we had more time I would like to add more features to the level, to enhance the enchanted forest feel, such as more wisp’s, glowing foliage such mushrooms and lily pads, which I feel would make the level feel more mystical. I would want the level to resemble the menu page more.