Monday, December 12, 2016

Sci-Fi vs. Fantasy | Update 2

This update is coming right after I gave the level over to Andony. I made all the architecture of the level, and I also imported all the assets and parts to fill in the level. I basically did double-duty on modeling the architecture and being the level designer. I filled out the rooms as best I could, while still allowing the ability to have paths for the AI to run and the player to teleport. Here are pictures of what I've done since last time, including some models from different points in time.


This is the level with almost of all the FBX objects I made imported.



another angle



Here is the interior of a building, showing the way this section connects to other areas.



This is inside one of the outer walls, showing the chandeliers and lighting for them.



This is showing the courtyard with a brick texture for the floor



This is the tower. The greybox section is showing where we intended to have a landscape slope, but I eventually decided we didn't need that. Instead, there's an area that the player can go onto from the library.






These were just a couple more angles.



This is an example of one of the buildings I modeled. I make the shape and put openings where I want them. Then I import it and make sure it all lines up right. If it doesn't, it's pretty easy to tweak the FBX and just reimport.



This is the environment with the (amazing) landscape that Dustin made using asset store content and terrain sculpting. The floating islands are inaccessible, since we are making it so the AI and player can't approach the edge of the island.



This is an example of something that changed. Before, the building on the right was far wider and extended back to where the towers are on the left, and it had a small room underneath. I was asked to open up the level more for more natural lighting and flow. I decided to make a separate building that was open from top to bottom with a bride connecting the interior hallway to the courtyard. It opens it up, it's interesting, and it works.




Here's a selection of the Assets I have to work with. This isn't even all of them.



Here's what I managed to come up with as a dining room for the castle. I made sure to make it kind of messy, as if people had been there. A detail I liked that allowed me to use stools and chairs, is to sort of imply that the "higher ups" all got to sit in one area. They sit in the chairs, where there's 4 people to a table. The lower people (or maybe apprentices) sit on the stools, and are more cramped at 6 per table.




Here's the scene with some lighting added, as well as candles on each table.



Here's the updated area that used to be a terrain slope. Another change that opens up the level more and allows for more movement and more natural light.



Here's with more of the UV'd parts added, and the landscape and some assets.



This is an interior room with some clutter and lighting.



This is a shot of the library which has a lot of books, bookcases, some scrolls, and torches on the wall.



This is a small interior room underneath the bridge to the courtyard. It just has some clutter, as well as a pedestal with some items on it. I swapped that out for a regular table later.



This is the second courtyard with some tables for cover.



This is an exported map from Unreal, in maya.




Here's one of the towers I did.




Here's the main wall I used to surround the courtyards.






Here are the buttresses I used for accents, because they look good and are used heavily in Gothic Architecture.



This project was really stressful, really ambitious, but feels pretty rewarding to have made the entirety of the level and to have set-dressed the entire game.

During work one day an upperclassman (I didn't get his name) essentially told me that I was doing the job of two people and it sure felt like it! It's kind of crazy to think that I did the entire level geometry, and I placed every asset in the scene. Basically when it comes to the level I assembled it all, with the exception of the terrain and foliage (which I believe we made with assets from the store, but Dustin took the helm on that.) Of course, it would have been impossible without the crazy hard work of everyone making assets, texturing, UVing, sculpting, coding, painting, and a bunch of other stuff I'm probably forgetting.

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