Tuesday, April 28, 2009

Making your world.

I know last class was hard; this is a lot to take in, and remember, so I want to slow down the pace today and solve what didn't work from last class and show you a few things to help you on your terrain.
#1. I want us all to create a goal object inside cinema 4D - this goal object will be textured inside that C4D; the difference is we don't have to worry about normals and we are going to burn not only the light , but the textures as well
#2. Flowers: these will be created from Photoshop and then loaded up in Unity with an alpha channel; you will be able to place them down like trees in Unity.

GAME OBJECTS:
This is important for everyone-even if your still working on your Outpost. Let's first create an object in C4D-texture fully ad a light. Then go to"render" and "bake texture" should take a second, then go to "bake object" setting are as follows:
"ambient inclusion" - check
"illuminate" - check
"single texture" - check
"replace object" - check

open up the texture, delete "ambient" and "global," and load up "color." De lete all lighting and export your FBX.

Load this up in the game and then go to "inspector" then "shader" and load up "self-illuminating diffuse" (This will not look as good as if we loaded the texture up in Unity); for small objects this will work fine , and it's a few steps easier.






FLOWERS:
this will be hard for some of you who don't know Photoshop.

#1. open up PS and make a 512 by 512 square document, and draw a flower on a tranparent BG

#2. select the outside of the flower-goto "channels" under layers and hit "add spot color"

#3. Save it off-open it up in Unity-go to "terrain"-go to "flowers" in Inspector

#4. Load up "edit details"-then "grass texture" find flower-and apply




Thursday, April 23, 2009

LIGHT MAP time.

Today we will wrap up our maze with a light map in order to apply our textures in Unity and have them look good. Light map directions are in Tuesday's blog, so if you get lost -please refer to the blog.

After we are done applying our light map and exporting our FBX-let's go through the model and apply textures by dumping our selected textures into the materials folder inside our Unity project folder.-drag and drop textures onto floor, etc -then go to the" inspector" to add extra tiles and add your light map.

 I want to start creating our terrain in Unity.
terrain size: go to "terrain" then "set resolution"

terrain width: 250
terrain height: 30
terrain length: 250
so that means the center of your world in at 125-






Go ahead and create your world, leaving spaces available for your Outpost. 
Also, make sure you make a path from the beginning of your world that leads straight to your outpost.

Tuesday, April 21, 2009

Continue with Outpost Map

Until Sirron gets here:
-Edit-
*** Ignore this step, as our rendered videos happen to be in a format that the BAVC site doesn't like very much, so until I find a converter, skip to step 2 ***
1) Upload the final renders of your motion-graphics (text) and 10yr rooms to your BAVC profile

2) Waste your remaining time on this game: http://www.rocksolidarcade.com/games/robokill/
-or-
watch some 'educational' game review videos: http://www.escapistmagazine.com/videos/view/zero-punctuation

Now that we have created our first room - what we need to do is:
Select all planes that pertain to "wall" and "Option G" them to a Null and Label "Walls"
Repeat same process for Floor and Ceiling


DON'T FORGET TO CHECK THE NORMALS!
The Ceiling should be the only one you need to worry about. Turn everything off accept the ceiling-make it editable in planes and select everything except the null and see where the normals are at-if they are wrong "right click" and go to "Reverse Normals"

Hallway:
Now lets make a passage to get from one room to another. Simply go to walls and "inner extrude " then "extrude" a hallway. Grab that plan from the "walls" null and relabel it "Hallway"

After all this is done-we need to connect everything to make it simple to export.
go to "functions" and then to "connect". What you should end up with is a triangle.
you can delete everything else




Baking a light map:
this is an essential part of creating good textures in unity. Go to "object" then to "sky"-in Attributes menu: making it 14oo hours go to "render settings" then "global illumination" under "general" "diffuse depth" 3 "primary intensity" 150 "secondary intensity" 225 "gamma" 1.8 close that up and go to "ambient inclusion" in "render settings " don't change anything-just select it.









BAKE TIME!
Go to "render" then "Bake object" deactivate "single texture" "activate" - "ambient inclusion", "illumination", "replace object" hit "BAKE"










the PIPELINE
Delete your "sky"
-Double click on your texture
what you will see is check marks in "ambient inclusion" and "illumination" not in "color channel"-we need to reverse this.-open up "ambient" and "illumination" and go to "clear"
go to your desktop where C4d has placed all your textures for walls etc. They will be labeled and have two textures for each section. Open them up in Photoshop. Cut and paste one on top of another and go to"multiply" then save of the psd as "walls texture" etc.-repeat until all textures are done.

go back to C4d and back to texture attributes and hit "color" and load up those textures for each wall, ceiling etc.

Now we are ready to bring into Unity!
lets stop here and see how far we can get...

Sunday, April 12, 2009

the FUTURE game

We have become competent in making almost anything in 3D, and we have spent some time creating prophetic 3d images that has allow us to contemplate our future. Now that we have entered the word of our game engine "Unity", let's start implementing the same theme into a virtual world created and controlled by us. This game will be act as an allegorical journey that expresses our future position in this world...


THE FUTURE GAME
Game Assets:

Outside world
made with terrain and all the prefabricated standard assets Unity offers.
I want to see water, land ,etc-but, remember this is your perspective so the "outside world" is yours to imagine and create.




Accomplishments
Say it on billboards, sandwich signs, road signs etc.-these should be placed along the path towards your Outpost in your "outside world". I know you guys are not that old, but I do know you have attained something in your life worthy of recognizing on these signs. Its an important metaphor to pass these signs in your game while on your way to the final challenge.




The Outpost
This should be the most complex part of our game. The Outpost will be a first person shooter map-filled with small rooms, hallways and secrets places, think of it like a first person maze. Inside this maze we will have icons disguised as personal goal's (degrees accomplished, future jobs, places you desire to travel)which we will go through the maze collecting all of our goals for a final score.







Lets start:
First thing we need to do is create our outpost-first of all we need to understand a few things
before we start.

Measurement:
Unlike in Cinema 4D, where we never really measured our work,
lets start some parameters to make things easier for modeling.
When we start out making our Outpost -remember- Unity will only let us use multiple textures if we are able to select it individually inside Unity-therefore, we must build everything separately. This means each Outpost will have separate walls, floors and ceilings.

Rule inside game engine:
YOU WILL NEVER SEE A BACKSIDE OF A POLYGON!
this is important because sometimes if we don't pay attention to our"normals,"
then some geometry wont show up in Unity. That means we might need to have a face and underside be separate and textured separately.

Normals:
(How we recognize the correct orientation of a 3D object.)
You will see it as an imaginary line coming out from the surface of the polygon and perpendicular to that surface.
perpendicular- basically means 90 degrees, so always remember to work with that number in mind(rotate 90 or 180)
you can check your normals by "selecting all" with points selected and "right click" and go to
"reverse normals" if the imaginary line if facing out-it should always face in.


Outpost:
- 256x256 square
- 256x256 grid
- Make snapping on the grid available.

- Position it at: x=0 y=128 z=128, and get it standing at a 90 deg. angle.

Axis:
- Change the Axis to "selected points" (go to axis center-selects and point "execute")


copy and paste to make walls and form your map; try moving to side and top views to better duplicate and snapping.


let's stop here and see how far we can get today

Thursday, April 2, 2009

Game of the Day:
http://www.rocksolidarcade.com/games/robokill/

Questions:
- Describe your experience playing the game. What did you like or dislike?
- What did you think about the production quality of the game? (i.e. graphics/sound/presentation)
- This game, like many others, is based around space and robots; what do you think fascinates us so much about these subjects? Does it reflect anything about how we see our future?