Tuesday, 8 December 2015

Lloyd's 3D Assets/Grey box










                                                                           chandelier



                                                                                                                          candles
above floor plan


                                                                      clothing poll

urinal 6 sided



pillar never used because of to many polygons

wooden crate


casual chair

shelving

writing desk

Potted plant

ornate wall shelving


all the hanging pieces were never used because of the inability to have then merge with the non existent ceiling IE. fade out
all dun buy 3d modeler

the environment was in a modular design so took a long time but is infinitely repeatable.

Final Character Model/Textures

Are character is now finished and working in-game. Is has been modeled, textured and rigged to completion by our character artist (Jack).

These are images of the base mesh for the character, he is supposed to be a portly fellow and so most of the detail went into his belly, shoulders and thighs.


This is the finalised model, his face now has more detail, as well as his signature mustache. His clothing has now been modeled too, showing off his large lapels, pantaloons, drooping cuffs and shoes.





 Our game's character has also been textured, its fairly simplistic, but it looks fine in the dark environment he walks around. Most of the time the player will only see the characters silhouette when playing, so there's less detail on his back.

This is the texture sheet used for the character.

Friday, 4 December 2015

Unused Assets

These were all the assets that didn't make the cut either to technical issues or time constraints. these are mostly GUI elements, but there were a couple models.
These first UI pieces make up the audio slider that was never finished, it was too complicated for how much time we had left so our designer made the choice to leave it out.


This next image is of the scrapped controls screen, this was removed due to a flaw in its functionality.

Lastly, a handful of ceiling mounted object had been modeled, this included; a chandelier, wall sconces and a coat rail as seen below. These were cut because they obscured the players vision more than we had anticipated.

Tuesday, 1 December 2015

Environment Models Cont.

As well as the models created by the team environment artist, both the GUI artist and game designer had to make some models to populate the level more. These were all unwrapped, and had a material texture.
 Office desk.
 Ticket booth.
Key.

 These first three models were made by the GUI artist, the key is what is placed in the various rooms to unlock each door.
 Office chair.
 Wooden door.
 Rope puzzle.
Level entrance.

The game design has credit for all these models, the environment had not finished all the rooms in time so the game designer finished the whole level. As we could not use normal maps, he modeled the floor boards in a few rooms, the poly limit allowed us to do this, and it helps break up the lighting.

Friday, 27 November 2015

Main Menu Cont.

Continuing from the original menu concepts, here is the final title menu. As the menu loads up, a curtain will move from the center across the screen revealing the buttons.
On some of the icons in the menus are these candles, it breaks up the buttons and makes them less uniform. Candles play a large part of our game and so they are present among the UI elements too.

The background for the menu is a separate scene from the main game, created by the game designer (Ryan). The spot light gives extra colour to the stage without distracting from the menu. This also depicts the confirmation screen when you try to exit the game.
This is the script our game designer used to create the menus.

Friday, 20 November 2015

Material Textures

Throughout the project we had no textures on the environment models. The GUI artist went ahead and created a set of 2k materials. These were originally created for use on the UI elements, all of them were made using Photoshop from scratch. The materials were made so large so that all the icon and objects using they didn't appear repeated.
Below are some of the examples.
 Tiled Floor.
 Chair Fabric.
 Gold.
 Door Lock.
Wood.