Thursday 14 February 2013

Reference images

Reference images for the game assets.







Photo Research

I took these images on a trip Cornwall of a mine. The machinery was relevant for the project so included it.













Essay

With my presentation being on mobile gaming I decided to continue with this theme and title my essay as follows: How has mobile gaming affected the games industry in the last twenty years?


This will be continuing on the theme of the history of mobile gaming, starting with Tetris for the Hagenuk MT-2000, moving on to the Japanese gaming market in 2003. Ending with the creation of app stores and subsequent industry reactions to this inovation.

Research articles:

http://www.newzoo.com/infographics/mobile-gaming-graphs-2012/
http://www.guardian.co.uk/technology/gamesblog/2010/jan/21/games-casual-gaming
http://www.newzoo.com/infographics/infographic-2012-uk/
http://www.superdataresearch.com/f2p-mobile-gamers-spend-between-8-and-15-per-month/
http://en.wikipedia.org/wiki/Mobile_game
http://www.theesa.com/games-improving-what-matters/mobile-games.asp
http://forum2.mobile-review.com/showthread.php?103855-The-evolution-of-mobile-phone-gaming
http://news.bbc.co.uk/1/hi/technology/3186345.stm
http://web.archive.org/web/20071012194600/http://gamepro.com/gamepro/domestic/games/features/125748.shtml
http://money.cnn.com/magazines/fortune/fortune_archive/2003/12/08/355130/
http://uk.gamespot.com/news/electronic-arts-buys-jamdat-6140935
http://www.edge-online.com/news/ea-set-to-reveal-next-gen-fifa-and-battlefield/
http://www.gamasutra.com/php-bin/news_index.php?story=7452#.URf-Y2dw7ud
http://www.pocketgamer.biz/r/PG.Biz/A+Brief+History+of+Mobile+Games/feature.asp?c=10719

Light!

With the light analysis needed to be included within the blog I thought it would be best to write up the notes on the lecture on here as well!

Light is electromagnetic radiation, though that does not affect our work too much.

They are linear parallel rays which can either be absorbed reflected or refracted by a surface.

Another interesting bit of information, a red ball absorbs every colour apart from red! The same goes for any colour object.

When a surface is bumpy the light is scattered in all directions and is less reflective than smooth surfaces, this is diffused reflection.

Sub-surface scattering is where light passed into an object however gets scattered inside, resulting in the object appearing to glow slightly.


Analysis of images:
 In this photograph the light is reflecting off the surface of the water, however some is being absorbed due to being able to see the bottom. When light hits the surface of water it is refracted slightly so underwater objects appear slightly further away than they actually are. Since the surface is smooth there is little to no diffused reflection.

http://abyss.uoregon.edu/~js/glossary/refraction.html








In this example light is passing through the banner, however sub-surface scattering is taking place, giving it that slight glow. The glass is smooth so the light is being reflected into the camera. This is the same for the wood of the cabinet, due to the varnish which is reflecting the light. The walls however are rough so diffused reflection is taking place. The lower part of the Tyrannosaurus Rex sign is black and so is absorbing light which hits it.

Creating a demo of the level

I have had quite a bit of difficulty so far recording video for the game demo, with the record feature within UDK being rather jittery and fast for some reason.


After experimenting with multiple video recording software I found one which works, time to try yet again!

The scene was created by moving, scaling and rotating the pipes and barrels to give it a more varied feel.

Wednesday 13 February 2013

Factory Interior

I seem to be getting somewhere now! Adding pipes to the scene really helped with the feel of the factory.


Objects in UDK

Now I know how to import objects into UDK I have started setting up the factory.




Exporting into UDK

Lothar showed us how to export our meshes into UDK. While it took a long time to learn and there was a bit of difficulty trying to catch up after my map decided to crash, I did manage to understand the process.

After enabling FBX files in the plug-in manager under the windows tab, you need to select the object and click export selection.



Once this is done you can close or minimise Maya and open UDK. In UDK open the content browser (Though it will already be open) and select content in the list of folders (Important!), then click new at the bottom of the window. A new window will appear, name the object in the package and name boxes and press OK.


Next click import at the bottom of the window (Next to new), and locate where you saved the FBX file. One you finished also import the Diffuse, Normal and Specular maps (Make sure they are saved in the .tga format).


Next right click the area surrounding the files you imported and click New material. Name it and click OK. Once this is complete double click on the material.

While selecting the texture2D in the content browser hold T while left clicking on the new texture window. It should create a box with the texture in. Do the same for the normal and specular map (Hold Ctrl and left click to move the boxes). Then click the green arrow once you are finished (Important!). Two sided makes the texture visible on both sides if required. Close the screen to continue.

Next double click the static mesh while selecting the material (Not the Texture2d!). Locate the LODinfo and open the folders located inside it until you reach materials. Click the green arrow and the texture should work on the mesh.


Then for simple objects click the icon left of the lock, near the top of the window and click collision then auto convex collision. Adjust the scroll handles and click apply to update the collision until you are happy with the result.


Next close the windows apart from the content browser and left click drag the mesh into the map, it should work with the texture and collision mesh!

Remember to right click save the object you are working on in the content browser folder list! (Under newpackages) Then once it has moved up into UT3 Save it again! Otherwise it will not truly be saved. Right click the scene and click play from here to view your object.


Done!

Furnace

I finished texturing the furnace, using textures from http://www.cgtextures.com/ and http://freetextures.3dtotal.com/index.php

I then added the normal and specular maps to the object. Making sure most of the specular map was bright, due to the reflective nature of metal.




Open Barrel and Lid

After completing the barrel I decided to add some variations with an empty barrel and its lid. Starting with the original barrel mesh I extruded the top down into the bottom, then adjusted the UVs accordingly.




Once I finished the open barrel I opened the basic barrel mesh again, this time deleting everything but the top. Extruding this down I had the basic mesh for the lid.

Next came the UV mapping, using planar mapping on the top and bottom, and cylindrical on the sides.



Monday 11 February 2013

Barrels, barrels and more barrels!

 I have been focusing on texturing the barrel, and then making it game ready.

Diffuse map with wooden texture and metal rings.



Tuesday 5 February 2013

3D models: Barrel

 The barrel was started by creating a cylinder, similar to the furnace. I then added more 3D detail to the top and bottom of the barrel in case it needed to be used on its side. Lothar showed me how to harden the edges so maya would not shade around the metal rings.


3D Models: Furnace

 I based the design of the furnace on a brewing vat found in breweries of the time. First starting out with a cylinder I just added edge loops then scaled them to fit the design. When happy with the overall shape I started on the furnace doors and handles.  The doors were extruded out then scaled to create the shape of a door. the handles were cylinders curved into the door.







 



After testing with a texture I thought would be useful I later discovered within UDK it did not have the correct feel of the atmosphere so needed to change it. The resulting texture was much more effective in this aspect.

Old Texture base
New Texture
I feel the new texture has much more detail and interest in it.