End of Semester One

(thought it would help if this is at the top of the blog)

My aim was to create elements and learn skills for developing a part of a game Take Two.

What is Take Two?

A sci-fi genred sandbox toon/celshaded styled design game. Help create and design a second earth to help humanity and new life forms survive.

Plot:

It’s in the far future where technology and medicine has evolved. Humans have learnt how to use more of their brain capabilities, and how to use AI in a more simple way than just mobiles, but directly planted into their brain so they can access things like wiki in just a quick thought. This of course created better medication leading to longer life spans. This had a bad effect on earth as it was getting too over populated so humans developed an AI capable of building a new planet habitable for humans and other life forms.

I’ve designed the main character (has no name as the player gets to name it), the user also controls it and plays the game through it. A very jolly robot who takes pleasure in collecting resources and building new land and tools. However, towards the end the robot gets run down and socially aware and paranoid that it’s just a part of an experiment and only just being used. (The more the player builds with it and creates new tools (mini AIs) , (friends for the robot), and the more life forms the player successfully manages to make live on this new planet the happier the robot remains.

Target Audience:

Originally targetted at young adults, specifically creative young adults aged 19-25, any class, most people have access to a PC. However, as I looked into some research, the style i’m going for is best suited for a younger audience (since they love minecraft so much).

The style is basic and would suit people aged 10 – 17. However, the story would be very in depth, younger people may not get into it as much but still enjoy the designing/creating aspects of the game. In addition, as technology and graphics develop the younger audience are getting more used to games with demanding/detailed realistic graphics. They might not like the toon style if it’s simplified anymore. The style is similar to Gary’s Mod, and Borderlands, which may interest a slightly audience more for the nostalgia. On the other hand, pixel games have made a huge come back and children are showing interest (i’ll stick the evidence and research behind this on my critical evaluation).

Therefore, my target audience is creative students from late secondary school, onwards till mid 20s. It is for all genres and classes. Initially due to the genre and the game mechanics it was going to be targetted at males however, there’s been a huge rise in other genders playing games and showing interest in gaming. Therefore, i’ve just used a wide range of colours that suit them all.

Final Outcome towards Take Two?

Everything still seems in apha phase however, I’ve grown confident in my skills developing content for the game.

I feel as though my main issue was that I made a rough version of a lot of things instead of maybe just focusing on two final outcomes and developing them to the best of my ability. I just got so sidetracked in learning different things in Blender. Therefore, my pre production for Take Two isn’t very good.

Despite this I still have elements that I can use next semester and have a good base for me to develop from.

Basic Sheets

These could have a lot more work done to them but it’s nice and simple to show what these are going to be in ‘Take Two’.

I can make more of these for the rest of the things I plan on developing next semester for the final project.

Final Character sheet for side character Phileep:

(Sorry if it’s too small and not opening onto a separate tab for a bigger image, Click here to view it bigger scale on ArtStation)

Again, this sheet can be improved but it still helped me get my head around the secondary character. It’s also an easy way to show other people a rough outline of him. I feel as though I should go into much more detail but it’s just such a simple design that I felt like it not having much to it suits the character that Phileep is.

Final Concept for the first tool asset in Take Two:

(bigger scale) 

Toon Tool

I drew up this concept inspired by the guns on the inspirations post:

What is it for?

This would be a basic tool used in the game Take Two. With this tool/gun, the user can pick up objects on their new planet, scale and rotate them.

As well as this tool there would be many more that the user can use to for example, add different colours or elements to their planet.

I took that on blender used it as a background image and simplified it (a lot).

So I was trying different designs and adding different materials

So my first run through I got this:

I did like the colours as it fits the style and target audience i’m now going for.

However, i’m still yet to see what it looks like when I add the toon shader material on top and fix the lighting.

The shape could improve, but I thought it was an ok start.

Toon Shade

After adding toon shader and some lighting these are my final renders:

They look a bit better i’m really liking toon shader on blender.
The style is starting to look a bit more consistent I think on the whole what would improve all of this is if I were to add dark outlines (Sort of similar to Borderlands)

https://skfb.ly/6EqLz

I’m going to be honest, I couldn’t get my head around uv mapping and unwrapping despite the number of tutorials i’ve watched/read. Somehow, It worked on my mini robot. Not on my barrel and gun. I created a map with the materials and unwrapped my model, made sure all the correct unwrapped parts were on the correct material and set it as a texture but I must have been missing something. Tried both unwrapping and smart UV project.

So what are the materials/textures on the models on sketchfab? On both the gun and barrel I just put the materials on sketchfab though the 3D settings. This doesn’t mean the model would work on game engines with the correct textures i’m aware, but i’m determined to make it work next semester on unity or unreal. (Sorry) 🙁

The Barrel Experiment

A common object in games are barrels and since it’s a fairly easy model to make, I decided to explore different types of materials and styles on it.

Here is a speed run through how it was all done:

https://vimeo.com/306070157 

(Probably the most dull video I have ever made)

Unfortunately, as I knew I was screen capturing I just kept making a lot of mistakes and rushed the painting so it isn’t my best final outcome in the video. Yet I did go over the toning after to create the final piece.

You can see I forgot to sample my colours for me to easily go back to them so some colours are a bit off. (I remember towards the end how to colour pick. oops)

(A tutorial helped me understand how to model the barrel, smart UV it, and paint the barrel).

But the process was pretty simple and enjoyable. Using smart UV project is a lot easier however I am aware that it’s not the best way to go about it.

I used 3 different brushes, a standard, a multiply and a lighten for an easier way of adding shading

I practiced using different outlines and colours on the barrel to get more confident with hand painting. This is my rough finished edit:

It needed a bit more rending and improved lighting but this was still only part of an experiment.

As much as I really enjoyed hand painting it would take a very long time for me to work into the tones and blending, it shows that it needs a lot more work.

After all of this, I decided that it wouldn’t keep my work consistent. Despite this being a cartoony style, it’s not as flat as i’m going for in my other pieces such as the robot.

Therefore, I took this opportunity to try the toon shader in blender as I’ve grown more of an understanding on how to work different materials.

Toon shading

I remade the barrel to have a fresh piece. (Also finally some work without support from a tutorial, finally getting there)

I started just adding my two basic base colours.

Here i’m just showing how I changed the colour of the world for a lighter and more bright and toony look. I just messed around with lighting using different types other than just point such as sun. However, I preferred point on the barrel.

I added the toon material to the barrel and just a base circle.  Overall, I still need to work on the light so it’s not just a point on the base.

UV unwrapping is still a mystery to me so I continued just playing about with the piece.

The good things are that this is more the style I was going for and I think it suits the concept drawings. For a start i’m pretty happy with this all that’s left to do with it in future is to explore more with the lighting and possibly make the colours a bit more bright since it looks a bit gloomy.

The final Render:

I’ve brightened it up and used hemi light on the front and a sun behind, (I do need to fix the overlapping). It still looks a bit dull but I like the style to it and it fits Take Two.

I’m happy with the skills I’ve learnt from this experiment. Yet for this to be useful for Take Two,  I’ve got the style down all that’s left is making it look more sci-fi. So I could make there be stars in the sky. However, in this game the player gets to build a second earth therefore the player has the option to design the new planet very similar to earth.

Fail:

I’m determined to fully understand how to UV wrap and unwrap but till then i’m stuck with the silver barrel of death.

So it’s beaten me however I didn’t give up there. I will learn before the end of second semester how to do it properly. Until then, I’ll just show what it would look like if it was to be properly done:

https://skfb.ly/6EqEM

 

3D Robot – Phileep!

Phileep will just be a side character who pops up every now and then giving the user tips and tricks on what they can do in the game. (Mostly during loading screens and tutorial).

The creators put most of their work in the main robot so they didn’t put much effort into this robot, yet they gave him a name and bright colours so they could keep track of him on the new planet and assist the main character.

Phileep is a very basic character who has no expressions yet actually has a lot of personality that he doesn’t show until the end of the game where he starts getting more and more upset that the user doesn’t need him anymore.

Concept Art:

The concept art development I drew to model off of (despite there already being a tutorial on this model on youtube):

 

I started sketching the idea out on Adobe illustrator, (I prefer the brushes on this over Adobe Sketch, and I like them as vectors). (Really rough design)

I then wanted to try different colours but decided that the main colour of Phileep will be blue and pink (but a lighter colour)

Once I got a rough idea of the shape and colour of the robot, I traced over the rough drawings in a bit of a neater way. This is just so I could get a better idea of what it could look like overall.

(The rough outline before I added colour)
To the final rough concept art:

 

This was mostly a practice on getting used to making different shapes to form a robot on Blender more than using different materials.

However, I decided that I may as well use him as an asset in ‘Take Two’.

Making Phileep:

A lot more materials and detail needs to be added in my opinion. I am going for the basic flat toon look however, I don’t want it to look childlike so some detail might make it look a little better.  I am really slowly getting better with modifying shapes on Blender although i’m not too confident yet.

I still want to move on to exploring Substance Painter so I’ve made another model of a design made for ‘Take Two’ as an example of a robot a player could make.

Furthermore, since this is a simple model I would like to try and possibly animate it to maybe walk and pick something up like as a little introduction to the game.

I also experimented with different emissions since a lot of the characters will have lighting from their screens/eyes

I put my basic model up on Sketchfab:

https://skfb.ly/6DYtu

However, I realised I wasn’t too happy with the lighting so I revisited.

I wanted to go for a flat style however I just wanted it to pop more and have more of a pop to the appearance, to make it look more cartoony.

I just added a hemi light (I feel as though it’s the light that compliments toon shading the most), it’s mostly to keep a consistent look to my game assets.

Modelling for future character

I wanted to make it into a poster styled image as well as just a 3D model just to give more of an identity for ‘Take Two’

Well the arms need a lot of work on it and so does the body. Yet I still think this would be a good model to experiment materials with and Substance Painter.

It’s meant to make the robot look as though it’s floating through space from a scene i’m planning to have at the beginning of the game.

This mostly just made me grow more confident making different shapes

 

Inspirations on 3D

Example of 3D models from Sketchfab:

Recently added:
Favourite Model

The general style of this piece I find really sweet. I like the outline as it makes it have a similar look that i’m after on my pieces.  Most of my work is all just plain colour without much texture but I really like the noisy texture this piece has so I might try it on some of my models.

(The bird on it makes me think of Bastion from the game ‘Overwatch’)

From the same artist

Another really pretty piece with a style that I would like to aim for.

It is a little annoying that the creator doesn’t talk about how and why they’ve modelled them. I would take any help I could get at this point, but some of the layers do show how it could have been made.

This person is doing some sort of December challenge and is adding daily models and honestly so far they’re all amazing with a really lovely style.

https://skfb.ly/6DNuU

Good robot animation:

Walking robot

I hope to make my robot model walk in the future and learn how rigging works in blender.

 

Tool inspiration:

These are just really beautiful models in a similar style to what i’m going for. My models are not even close to this level yet however, as I develop i’m going to keep revisiting my models to improve them.