Big Game: Week 4

Week four and halfway through, I managed to finish all the final meshes, UVW maps and textures for all enemies, traps and some random objects which will be included.

Here’s the final results of the traps:

Spiketrap, without normals or emissive to the left.

Bladetrap (with new design), with runes which will show the path the blade is taking. Might be changed later.

Push and pull traps, without emissive to the left. The purple one was changed to yellow emissive for now, since purple emissive didn’t work out very well. Might be changed later, to make them stand apart more.

Also started working with textures for the environment and such, nothing is completely done yet, though, so that’s more for next week.

Big Game: Week 3

During the third week of production, I started working with creating the final meshes for the enemies and traps, as well as creating the UVWs for all objects and work with the textures.

Started out with the ranged enemy, which turned out like this:

print

And here he is in Unity, with the emissive channel:

printt

(Sorry for the bad lightning)

The enemies are supposed so be made out of clay, so I focused on orange and blue. Blue because of the contrasting color to Neiva, the main character, and because water is the main problem for Neiva when moving through levels. We decided to try to incorporate blue in the traps and enemies to have a common color for all things being dangerous.

Here’s the similar flying enemy, which will eat all your projectiles if they get close:

And with the emissive in Unity:

flying3

Other than that, I’ve done some small fixes to meshes and prefabs, as well as started the UVWs and textures for traps and other small stuff.

Big Game: Week 2

For the second week, I started working on the base meshes of the enemies and traps. I also had to do some concept art, since we hadn’t completely decided what they should look like. I also put quite a lot of time into creating working prefabs for each mesh.

Here’s some concepts I did, which we decided to use:

Above is the flying enemy to the left and the shooting enemy to the right. The flying enemy won’t have a flower to fly with, though. As idle, he will just fly around randomly with his mouth closed but when he senses a nearby soul from the player, he will open his mouth and start to chase the projectile. The shooting enemy will shoot from the top of his head and his middle body will rotate towards the player.

spiketrap

Above is some traps which we will use in the game; to the left is our ”spiketrap”, which we wanted to be more than just spikes. So, we created it as a dead enemy and will also use regular spikes which can be use in roofs, walls and next to the dead enemy. We will also have a ”bladetrap”, as we call it, which will be sawblades moving and rotating on a built trap of wood and spinning wheels. The last trap is ”push-and-pulltraps”, which will work kind of like a magnetic force. There will be two different ones, one that has a plus on the front (like in the picture above) and one with a minus. The plus will push away the projectile and the minus will pull it in. They will also have different colors, to more easily separate them.

Here’s the base meshes of the objects, some as final meshes since I had time to start working with that before I started writing this;

 

(Kind of) final meshes for the enemies.

Base meshes for some traps.

Also worked with some meshes such as checkpoints and interactable objects. The checkpoint will be just a base with transparent light on the standing plane.

Big Game: Week 1

During the first week of production, the main task was to create the player character of our game. Here’s the concept:

boppie

Modeling and creating a UVW of her head was a lot of pain and resulted in some difficulties with distortions when creating the textures, but I eventually ended up with with an acceptable result. Emissive glow would also be a big part of the character design, which meant I had to play around a bit in Unity to figure out how everything worked since I had only used Unreal before starting Big Game project.

Here’s some pictures of the final mesh:

Some elements were changed from the original concept, like for example the pearl necklace which limited her head movement quite a bit. The pearl on her arm were also moved to the flat surface of her hand to avoid distortions when moving and rotating the arm. She’s about 10k tris.

Here’s with the added textures:

We went for hand painted textures with very simple roughness and normals. The only normals are on her head and the only difference in roughness is between her pearls, clothes and skin. Substance Painter, Photoshop CC and Paint Tool Sai was used to create the diffuse, roughness, emissive and normals.

In Unity, the emissive channel works like this:

The bloom effects and such will be tweaked and isn’t the final version. The textures might also get a rework later on in the project, if time allows.