Sunday, December 11, 2016

Final Assignment: Putting the Car into Unreal

For our final assignment, we were supposed to export our car into Unreal. Because my model is not very realistic, I decided to make it appear as a toy car in the scene; more specifically, as a Christmas present, since we are coming upon winter break. I created the scene using the standard asset pack and the urban interior pack in the archives. 






 

Sunday, November 20, 2016

Week 6: Maya Modeling Project



We mixed things up this week by moving from level-making in Unreal Engine to modeling in Maya. This was my first time creating something in Maya (besides a beveled box, but let's be honest, that doesn't really count).

For this assignment, we were asked to model and texture a car.

We started by using reference images, importing them into Maya after separating them in photoshop, then began modeling the car:




After creating a rough outline of half of the car, I moved the vertices around to give it more shape.





Trying to get a feel for the areas around the wheels. This was probably the most challenging part for me, as I could never seem to get them as round and clean as I would like.

Adding the side mirrors
Adding the wheels
Adding the spoiler



The finished car, with a blinn applied to it.


Unfortunately, I had complications texturing the car. I hope to add the textures as soon as possible.





Sunday, November 13, 2016

Week 3-4 Assignment




This level assignment required us to create a level that was both functional with a list of criteria, as well as aesthetically pleasing.

I decided to create a pirate island after looking through the available asset packs on the Z-drive. Once I had a theme, I knew how I wanted to layout the level, and how I could use the theme to influence how I used the criteria. To add more game elements, I created a goal for the player as well as hazards. To get across the large body of water, the player has to jump on small platforms, or get on a moving boat, either way, it requires proper timing. The goal of the game is to find the treasure by following the path of coins.



The Character Blueprint: The character can sprint, double jump, and crouch


The original idea for the map


The more complete version of the map

Creating the Loot Box

The elevator matinee


Creating the rain particle system

Adding "bobbing" matinees to the platforms and boxes


Adding foliage and props

 Some final shots:
















Sunday, October 30, 2016

Week 3 Assignment: Terrain Tool and Geometry


This week we were asked to construct a level using the terrain tool and geometry. For this assignment, I wanted to make a structure that felt "natural" and sort of a part of the terrain. Originally, I had wanted to do a sort of haunted mansion to fit in with Halloween, but settled on a lighthouse instead. I also used blueprint for the first time, creating the jump pads through a tutorial, as well as creating a trigger for the main light in my level. The light is remains off until a player gets close enough to it, then turns on and stays on.









The point light is in place by is currently not visible


Adding the trigger volume

The light is activated by the player




Blueprints:




Besides adding the light trigger, I also attempted to create an animation to open the door, but this did not cooperate, and I scrapped it for time reasons.








Here is a short video of my level