Wednesday, October 30, 2013

3D Digital Environments. Sky Boxing


I've ended up with two sky boxes downloaded from the internet.

A night time skybox for the opening sequence and a day time skybox for the second half.













I built two skybox materials and am using the sunrise script to swap between them.  I am also altering the color of the day time skybox to follow the changing ambient light.











Here is the ammended script.

Tuesday, October 29, 2013

3d Digital Environment. Building Sunrise

Now that I've successfully made my level dark, I need to light it.

I'm creating a small script to lerp the ambient color when triggers from black...



 ...to a redish yellow...




 ...to a yellowy red...
...then to white.







**The Script is commented with its logic
**

Now, that skys looks a bit dull.

Monday, October 28, 2013

3d environment. Fixing my lights.

This is the porcess I went through setting up my triggered street light opening sequence for my game level.
First I modeled and textured my street light.
























Once I had this asset in game I added a point light and created a prefab.  Because I had the point light located inside of the model. the model wasn't lit, so I made the texture self illuminating.

I then started working on my trigger code.


With this working I began trying to darken my unity scene to make the lamps the only visible light source.

This caused issues with my self-illuminating lamp material solution.

I decided to fix this in code, swapping the lamp to a self illuminating texture when in turns on.










**
**


This makes the dark dark and the light light.

Lights, Done!





Friday, October 18, 2013

3d Digital environments - modular street assets

Creating the Wall, sidewalk and Road for the street section of the level, I deceded to use modular assets, allowing the same few models to repeat saving processing requirements and the size of the file.

First I made my texture sheet.

I started with some basic textures downloaded from  http://www.cgtextures.com

 


I applied some filters to these textures and combined them into one file.

All my Modular street asset will use this same texture.


Now, to modeling.

After setting my grid to .5m per square and turning on grid snapping I made a piece of my wall.  The wall is 2m tall.

I then Made a piece of sidewalk and tested how well the assets tile together.














Next up is the road, which is just a simple plane.

To make the street light I started by modeling the shape then unwrapping the model and exporting a line drawing of the unwrap. Here is the light both textured and untextured.



Wednesday, October 16, 2013

Create 3d Environments part 2: Asset List

Asset List for 3d Environments level

Street Models and textures

  • Modular red brick wall (inc cornice and sectional divides and ends for the gate)
  • Large Iron gate
  • Concrete foot path (modular in corners to end at gate)
  • bitumen road (modular with corner to turn into gate)
  • street lights
  • wooden fence (for far side of street)
  • golden wheat grass texture (field on far side of street)
  • litter decal (add detail to foot path)
  • grease stains decal (add detail to foot path)
  • cracks decal (add detail to footpath)
Street SFX
  • Car engine starting - driving away
  • char shuffling (footstep and clothes shifting)
  • heavy sigh
  • street light buzz and flicker
  • footsteps on concrete (4? two far each for left and right)
  • creaky gate
forest models and textures
  • pine trunk (either scale-able or in various sizes)
  • canopy (possible a textures plane)
  • smaller complete pine tree (for edges of forest and detailing)
  • Various small and Large rocks
  • Grasses
  • Some Bushes
  • Ground Textures
    • Grassy
    • Dirt Path
    • Pine Needles
  • Rocks, Unity Water and Water Particle effects for a creek/pond
Forest SFX
  • footsteps on grass/leaves/dirt
  • wind in trees
  • trees groaning
  • birds chirping
  • flowing water (creek)
  • leaves rustling

Prioritized asset list
  1. Modular red brick wall (inc cornice and sectional divides and ends for the gate)
  2. Large Iron gate
  3. Concrete foot path (modular in corners to end at gate)
  4. pine trunk (either scale able or in various sizes)
  5. street lights
  6. canopy (possible a textures plane)
  7. Ground Textures (Dirt, Grass, Pine needles)
  8. bitumen road (modular with corner to turn into gate)
  9. Various small and Large rocks
  10. Grasses
  11. Some Bushes
  12. wooden fence (for far side of street)
  13. Street Decals
  14. smaller complete pine tree (for edges of forest and detailing)
  15. golden wheat grass texture (field on far side of street)
  16. Rocks, Unity Water and Water Particle effects for a creek/pond



Tuesday, October 15, 2013

Create 3D digital environments.

I want to create a 3D environment that explores techniques to create a strong mysterious atmosphere.

Using unity lighting and particle effects to limit and control the players vision to focus game play experience without feeling constricting.

Script

Black Screen.  SFX - Car engine starting and driving away.  2 footsteps as character shifts weight.  Exasperated sigh.  Street light buzzes and flickers to life

FPS, looking over foggy street, char is on sidewalk with bitumen road to left and old red brick wall to right. Street light overhead

as char walks forward into light another street light will flick on ahead of them.  this continues with street lights leading the players forward until they reach a large iron gate in the fence.

the gate has a note pinned to it, when clicked on the note with take up the players whole screen and a VO with read out the note. If the player clicks the mouse again during this time the note will close and the VO will continue.

Once the note is exited the gate will swing open (squeaky SFX) and the sun will rise (turn on direction light at low angle and use skybox to create effect; god rays and lens flares would be nice but I dont have pro).

The view from the gate is from the top of a hill, looking out over an old growth pine forest.  on the far side of the forest a mansion can be seen.

players will follow the path down into the forest (as players move down the hill the sun will continue to raise until it is almost overhead)

Within the forest.  The old pines will reach up very high with no branches or leaves but the branches at the top will form an almost solid canopy.  this area will use prebaked dappled shadows on the ground (painted onto the unity terrain?) and some god ray particle effect with some falling leaf particle effects.

The main path through the forest will wind back and forth but smaller rabbit trails will provide shortcuts.

When the player find the mansion the level will end.