Friday 28 February 2014

change of plan

As I was finishing the concept art for the wolf and started planning of the model in Autodesk Maya, we had another meeting, In this meeting we had to decide and fine tune a lot of things such as the story and the environment. Our story didn't make sense and there were a lot of plot holes, so everyone worked on fixing these and this lead to chaining of the environment which meant that wolves would no longer be used since we moved to a tropical forest. So basically it meant that I would have to design another model from scratch and would have to redo the concept art.

This time I had to pick another animal to model but I wanted it to attack the player like last time, so in the game we would have more than humanoid enemies. I chose do make a komodo dragon, because it has a bite that kills over time so the damage would be like a debuff (a temporary negative effect that lasts for some time) that drains health.

Currently the game sound similar to Farcry with a sci-fi twist, but you can't just 'reinvent the wheel'. I'm having to also think about whether the Komodo dragons would be affected by the virus that is spreading via mosquitoes. The virus currently doesn't have a name and this is because we thought we should do some research on how they categories and name viruses.

Concept art for Wolf

We had a meeting to decide what each of us will be working on and I picked chose to make the animals that would attack the players.

Since the environment would be a forest I decided to make concept art for wolves, I first did research for the anatomy of the wolf, below you can see how i looked at different aspects and parts of the wolf; i did this because when it comes to modelling, things will be easier, I will have a better understanding of what it is I'm trying to make.


I also started developing the wolf because in the game there is an infection and radiation that's spreading across the world and so the animals and other creatures are mutated.

Thursday 6 February 2014

Making of the poison bottle

I first started Autodesk Maya 2013 and made a poly cylinder, then I increased the sub divisions of the cylinder and started to extrude the top of the model, also I used the cut face tool when I needed to.

Once I had a form that looked like a bottle I selected all the faces and extruded once more to add thickness to the bottle. Then I went to hypershade and used "mia material" on the bottle, I increased the refraction and messed around with the settings until I got something that looked like a glass texture. Then I goggled a poison label; I would have made my own label but I didn't have much time so I decided to use some stock labels.

Then I started setting up a lighting scene, I created 3 planes, one was used for the floor and the rest were used as walls. I wanted soft shadows and a HDRI to light the scene, So I went to the render settings and enabled ray tracing shadows, final gather, global illumination this was so the render would look realistic.
I didn't really know how to make liquid in maya so I looked around for tutorials but all the tutorials either took too long or didn't really used liquid, it was more of "shaping polygons into the shape of a liquid", I did find something called "Glu3d" for maya which created liquid using GPU render but I was unable to getting it working on maya 2013.

So instead I just made another cylinder inside the bottle and then I made a similar texture to the bottle but made it more liquid like and placed that texture onto the cylinder inside the bottle. Then I made a cork for the bottle, and I just used stock textures for the cork as well and then I was done.

Here is the final result.