Wednesday, 25 November 2015

Session 9 (Week 17)


25/11/2015

I developed the level further to a point where I need to now create my 'moving platforms' and 'falling rocks' traps for my level. I also need to create foliage for my level and look into the colours for these to break up the colours in my level.




Tuesday, 17 November 2015

Session 8 (Week 16)


17/11/2015

After the development from the previous weeks work, I took the knowlesge I learnt and put it into practice on my other platforms. I implemented a more subtle look which I felt looks more proffesional. I feel this because there is not so much going on, it's not as busy as my first attempt, which gave me the understanding for my future pieces.


During development, the computer crashed meaning re-creations of previous models was needed. This allowed me to look at what I had already created and meant I could develop my work differently and what I felt, to a better standard.


18/11/2015

This session I developed my level further by implementing more foreground pieces and developing the pieces and detailing my level. I took my level into unity to ensure it would keep the low poly look when I placed it into the game engine. I did this because if it did not keep the style I was after, I would have needed to create my level differently. I was pleased that it kept the look and this meant I could continue the develpoment as I was.


3D model in Unity

Wednesday, 11 November 2015

Session 7 (Week 15)


11/11/2015

This session I began to grey box my level out. I began with using boxes to create the rocks but discovered that I could not get the shape correctly and I could also not get the look I wanted to create which was a low poly broken look which I find really interesting.
So from this intial development attempt, I proceeded to use a plane to create the rocks by pulling edges to create the outline shape. Once I finalised the shape, I capped the front and back of each and continued this throughout on each of my main level platforms. I did this because I could move vertices to create a borken low poly look as well as using the cut tool to add to look of the model.
I finished the first platform for my level and I'm pleased with how it looks, but after beginning to create other of my platforms, I realised I have made it look too broken and does not feel proffesional. I feel this is not the style I want for my creation, but from this development, I understand what the outcome can be and will take this knowledge further when creating other models to give a more sutble look.
The foreground of my level will feature rocks and a detailed plane. I have gone into this development by using pyramids for my foreground rocks. I gave the rocks these models a rocky look by moving the vetices to create what I felt would fit into my level. They were created in this way because I felt it would give another dynamic to the level, as not everything would look the same and be modeled the same way.

Wednesday, 4 November 2015

Session 6 (Week 14)


04/11/2015

Presentation

(Images)

after giving my presentation, There was positive comments on my art style and level design

I have received feedback prior to the presentation which is that I my level has too many similar colours and shades, so I should look into areas where I can break up the colours. Also, foliage was mentioned as my level looks a bit baron. I will research into this further to find a sutible blend for my level development.