Thursday, 8 November 2012

Assets


Asset Design:
The first asset I needed to create was the vehicle which the player will be taking control of in the game. I began by looking through several car images which I could use to model my assets after and after much deliberation I decided upon creating a formula one styles car. I searched online for some blueprints and came upon one which was perfect. 

Blueprints:

The first thing I needed to do was to split this image into two using the GIMP2.0 software. The reason for this is because Blender3D allows for the user to have split screens so the user can work on the top view and side view of the model simultaneously.

Mesh Creation:
I don't wish to delve into too much detail when discussing the creation process as it can't get very long, technical and dull to read. Too create my model there were four simple steps which was creating the mesh, creating the UV texture, applying the texture and then exporting and importing the model from Blender to Unity.

Mesh:
The first thing I needed to do to my mesh was to add a plane in the top view, center in the middle of the blueprint, subdivide the surface and then delete half the cube. 

The reason for this is because the car chassis is exactly the same on the left as the right so instead of having to create both sides I can add a mirror modifier to the plane which then mirrors the left hand side of the model.

After roughly three weeks and around twelve hours of modelling I was able to create a mesh which looked something like the blueprints above. 


As you can see from the image above the car looks very plain and is not yet ready to be exported and used in Unity3D. I now need to add colour to the model. Usually I would just selected a part of the model and apply a material colour however Unity only supports UV texturing on imported models.

UV Texturing:
UV Texturing is simply applying a 1024x1024 png image onto the model in the Blender3D's UV Texturing view. First you need to break up the model in the UV editor view. I did this by selecting faces and unwrapping them in the UV editor.


Above is final UV map of the chassis. Blender3D allows for the easy exportation of UV maps by simply pressing the UV option and then export UV Layout. This image is now saved and I can access it within GIMP2.0 to start texturing it. My model will be relatively plain because I used the mirror modifier on the chassis meaning what ever I texture on one side will be mirrored on the other.

Due to this I am unable to attach unique images to the chassis because they would be mirror on the opposite site which will make text unreadable and images look wrong. I decided to use the colours red and and white.


I created my UV Image, as you can see above, which I added to the materials section of my Blender3D project and then added to the UV Layout. I repeated this for the other parts of my model i.e. Wheels and ended up with a satisfying result.


This model is now importable into Unity3D which I was able to do by exporting as an FBX file and then importing the file in the Unity3D project. FBX are imported at a scale of 0.01 which means the mesh is much smaller than expected. This was rectified by changing the scale factor on the FBX models properties panel and then applying it.

Thursday, 18 October 2012

Mood-Board

I compiled a mood-board of all the different car video games over the past couple decades as inspiration for my game. I am drawn more towards creating a formula one styled game because they're are much more serious and realistic style of game which could be pulled off nicely in Unity.


Thursday, 11 October 2012

Hardware and Software


Game Engine:
I do not have much control over the game engine for this project as the engine has been set in the assignment brief. The engine I will be using is a popular open-source engine called Unity3D.

Unity is a very powerful engine which allows for users to code in both Java and C#, produce almost any genre of game and has integrated partnerships with all various types of software such as Blender3D and Maya for easy importation of assets.

Modelling:
This I will be using Blender3D for as I have had prior experience with it and find the software itself much more user-friendly than alternative modelling software. 

Blender3D allows for assets to be exported in various different formats such as .blend and FBX for a very flexible product and works very well with Unity.

Texture and Images:
I will be using the software known as GIMP2.0 which is also an open-source software easily accessible. I have chosen this software because I have experience with it and am not very fond of Photoshop.

I will be using this program in particular to create the UV Maps for the models which will be created in Blender. This program allows to create images in almost any format possible but in particular I will be creating PNG images as it supports alpha textures.

Thursday, 4 October 2012

Game Proposal

In this module I am aiming to produce a car game with integrated Wii-mote control. The player will go head-to-head with enemy vehicles which will be using way-points to simulate artificial intelligence.