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Jason Pook's Games Design Blog


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Manic Moles- Studio Game Jam 2

Continuing on from the previous Game Jam (Plant Trap) our tutor decided to organise another game jam to once again give people the opportunity to gain extra credit. With this Game Jam my team was Me, Phil, Mark and Shane. The topic for this game jam was an application (mobile game) and we have to have 1 main character, 1 main mechanic and 1 environment. We could do this however we liked to build any game we wanted along as it tailored to these categories. To begin the design process as always we planned our what makes a good game. We went down the route of mobile games being addictive, fun to play and easy to pick up. Due to this we collectively thought of examples of games on our phones:

  • Flappy Bird
  • Bloons: Tower Defense
  • Paper Toss
  • Angry Birds

These are just a couple of examples, from this we determined that animals in games birds and monkeys etc. So from that we tried to list as many animals as we could that potentially had or hadn’t been done. From this we narrowed it down to a Mole, obviously games like Whack-a-mole are in existence but we could do our own game with a mole character. From this somehow we decided it would be fun to make him a funky disco mole with huge sunglasses and an Afro who has friendly disco moles and rival gang moles trying to sabotage his funky life. Alongside other moles trying to sabotage his mole hill we looked into common predators for moles, this came back with snakes so another enemy designed was a snake. Then to gain a life we had what moles like to eat which is worms once you collected enough worms you gained a life. My personal involvement in this project was in 3D and HUD, I designed the main character also known as “Molevin” it was a really simple design but could be edited and re-textured to create other characters. Which is what I turned Molevin into the enemy character who had different attire wearing a vest and a top hat with a flower in, then for a boss I scaled it up added a bandanna, match in his mouth and a bomb in hand with gloves on. Simply by reusing and editing the initial main character I created 3 characters for in game use good, bad and boss. I also created a tree stump that i projection painted using a mudbox preset to be used for the environment which wasn’t implemented in the end due to it being a unnecessary obstacle on a small environment game but it was used in the Game Over screen to add a visual. The environment is a field and the mole sits in the middle in what was supposed to be a mole hill but its more of a ditch at the moment. It has randomly place assets of grass and stones in the level just to add to the visuals.

This is my work for the HUD designs, using Photoshop to create simple circle icons, i took images of the characters to link it directly to the game, good guy is people saved, worms are lives, and the enemies are how many you have killed throughout the game. Very simple icons but still useful for covering the HUD elements in the game and also with it being a mobile game we didn’t want too much going on to get in the way of the game so small simple icons were effective in avoiding too much distraction from the game.

Here is the in game screenshots of the working HUD and game with my characters in. The menu system, game over and leaderboard design was made by Mark using the custom typeface we created by using a paint brush to go the font on paper then scan them in to be textured on the signposts. Mark used assets from all team members to piece together the menus, start featured everything, game over features the bad guys to symbolise they won and you lost, then the leaderboard was just visual models like grass, rocks and tree stumps. This game I had quite a prominent role in the modelling due to my increased skills over the year and primarily being the more advanced modeler in my group. As for HUD designs I was pleased with my products as they was simplistic but worked well with the theme of the product. As for the game to evaluate it we was very pleased with the end product it was fun and addictive players had to click (or tap for mobile which didn’t work) the enemies to kill them (1 for standard enemy and 2 for the snake). This racked up your score for kills and the aim was to last as long as possible as move and move waves of good and bad characters came into the level at varied speeds and difficulty as it progressed. Only disappointment I had was that my boss character never got time to be implemented but like the other game jams if we had time to progress we would implement a boss level for example. This was my personal favourite of all the game jams as i liked the style of game we had created. I’m looking forward to next next game jam which is in Cambridge Jun 2015.

Here is the video footage of game play from Mark Shaw’s YouTube channel:


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Client Project- Session 20-22

On the return of Easter as group leaders we was hoping to see our teams work over the holidays towards the project. Unfortunately when asked the majority of the group had focused on their self initiated projects instead of the client, this was quite disappointing as everyone was set targets and agreed to them before Easter. Nevertheless we proceeded with the group meeting after I stated to the group that we all agreed on a target and seen as myself and Phil was pulled from the project due to doing too much work on it and not enough on the rest of our work it was down to the rest to produce work.

With that all being said we had estimated we have around 6 weeks left due to no pinned down hand in dates, due to this we all agreed that to have a 2 week clean up period before the final hand in was a sensible action to take. This would mean we have 4 weeks to finish everything outstanding for every individual in the group, then those 2 weeks would be spent checking all the work for errors, bug testing the engine, and then correcting any errors that existed. This would be a similar procedure than what would be taken in industry, before a game would be shipped everything would be checked, checked again and checked again really. The final product is the key and will be on view to the public for example we don’t want to be explaining why that car is floating above a building its unprofessional and with this 2 week clean up period this should eradicate any issues.

Before Easter in the last session we had been trying to come up with a name for the project (see link for design process of name), with many being generated and one not particularly pinned down we decided to leave it until after Easter to decide on a name, this allowed anyone to have a think and possibly come up with a name for the project. With that being said we finally decided on my idea of “Old Town Memories”. I particularly liked the name because it had a soft ring to it, also it directly linked to our project with us designing a section of Old Town and with it being the 1960’s and most people will still be around from that time period remembering what it was like it would spark memories.

With the named being decided on the design documents for the public eye needed to be done. This would include things such as leaflets/flyers, concept booklet, logo/banner, and a bio of the project. This would be a general input from the entire group as the more input the better. My personal input was that we need a theme to it, a general style for each document which replicates over the other documents gives a professional look to it all. As for style i suggested as I did to David with the UI/HUD elements to research into fashion colour trends on the time period to try link it all in.

Closing the group meeting I emphasised the importance of communication, we need to talk people cannot be at any point in the dark now, if there are any struggles from any individual they need to be open about it so somebody can help to progress them further or take the work from them so its completed. Its crunch time and teamwork needs to be a priority.

Moving on, in-between session 20 and 21 we had a surprise meeting with our actual client John Netherwood the chairman of the Hull Civic Society. The required myself and Phil to take the meeting and introduce ourselves, our work and what we have done with the project. To have a quick and efficient way of showing the project instead of having them playing it, Phil made a matinee sequence which made a fly around of the project disabling all player controller input. Mr Netherwood arrived with his wife to see the project, myself and Phil proceeded to shake hands and take the meeting in a professional manner. We discussed current progress, features and our passion towards showing this to the public. Which we was confirmed with a venue of the History centre alongside the fashion students 1960’s project. Also a near certain of Hull’s transport museum in September when the Hull Heritage week is on. Then any other possible venues we would need to seek out ourselves which we had planned to do in the next session. We are also going to try contact the Hull Daily Mail to do a article on our work at its current stage and then a follow up of where it will be by the time the Heritage week comes around.

Overall myself and Phil was very pleased with how the meeting went, we stayed professional and happily had a back and forward conversations from questions posed from the client. Discussed what they would like to see from the project and so on, it was a really beneficial meeting for myself it allowed myself to gain confidence in talking to potential clients as we was naturally nervous about what they would think. They also liked the name of the project which was pleasing as we had trouble pinning one down initially so all positives came out of the meeting which was great for us.

Moving onto session 21 which will continue into Thursday as we presented all of our work since Easter on Thursday including the client work. Initially in the session we had a brief catch up on what work has been done since last week, this week we had a full group which we didn’t the previous week so everyone was caught up. After that Myself, Phil and our tutor Paul went to go try secure some potential venues for showcasing our work. This would test once again myself and Phil on our professionalism and communication skills. We initially talked to the Transport Museum in which we had to fill out a form to send to the governing board to approve. Moving on it was now open to us to try secure venues, we managed to get Fanthorpes on silver street and prospect centre as definates, then kapow, princes quay, st stephens, ferens art gallery as possibilities. Unfortunately a few no’s came with asking from shops like granger games and thats entertainment but we still tried, rejection is all part of it you dont get if you dont ask.

Then on Thursday we showcased our work for the client. My work involved completion of buildings on Trinity House Lane which were Wetherspoons, trinity market entrance, bob carvers, and Davids handed over building which is currently a coffee shop called Coco’s. I will now go through my building to their current stage from what I did in my presentation in a briefer form with a self evaluation for each.

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These photos were taken by James Branson (his blog) when we all went out taking photographs in the early stages of the project.

 

This is my model of the current Wetherspoons (we are unsure on the original building so may take artistic license to leave it as a pub until we find more). This building has taken me around 3 weeks with working on other things at the same time, as its a highly detailed building I think this is an acceptable time. I have put this down as finished ready to be handed over to the texture team and then to go in engine, the model itself could do with some time taken on optimisation but due to the upcoming deadline my time is better placed elsewhere as the optimisation wont effect us hardly at all and if needs be the texture team can go in to the model and delete loops or polygons to support the unwrapping. The building itself is 21,888 poly’s which with the fine details and complexity of certain features in the building I feel it is a realistic poly count. Issues I came across whilst modelling this was correctly scaling the sections of the building as it seems to be sectioned by ledges, putting the ledge in the right place so that all the window frames, pillars and so on was also to scale was key to the building looking correct. This took tweaking but im pleased with the end product and proportions of the build. The development in my modularity has aided me well in this particular building as extruding pieces like the window-frames, pillars, chimneys, lights etc was the same and only minor edits to the curvature on some parts was needed allowing quick development when adding a feature such as a window-frame. Overall being a later building in the year I feel my 3D skillset had progressed massively in comparison to initial buildings in terms of quality and speed, if any problems arise im confident enough now to quickly amend any issues.

These photos were taken by James Branson (his blog) when we all went out taking photographs in the early stages of the project.

 

This building is the entrance to trinity market, a fairly simple building that didn’t take me very long, as soon as Wetherspoons was complete the building speed increased rapidly. This building I have had to make sure it matches correctly with wetherspoons, i found the modelling of a section of a street so building sections together was far more effective as scale and alignment was much easier to achieve than when your working alongside another person and having to make changes once you realise in engine its slightly out. The building itself I found fairly easy as once again its a later building in my year and I feel more advanced in my 3D work. the only issues was to how to make the extruding shape around the first window in the lowest possible form, which i realise would be as a separate pushed in object to the shape rather than modeled in around the window. Generally the building was simple just swift loops for the windows of the building and door, then everything else modeled separately and snapped to the building facure. Another building im pleased with, finished and ready to hand over to texture and then go into engine. Only addition would be needed if texture team agreed would be the slight fence style look above the door which I thought could be done with a plane that they can make a alpha map to create the fence then a normal to make it pop. Thats only addition needed to this building I believe.

These photos were taken by James Branson (his blog) when we all went out taking photographs in the early stages of the project.

This building is currently Bob Carvers on Trinity House Lane. With this model once again the 3D capabilities are there too do buildings like this with good speed and quality at a good optimised level of poly’s. Not many problems came up, due to this i decided on certain windows when we walk past are sometimes open, all i had to do was select the window poly’s detach them from the building then rotated them slightly to give the impression that the windows are open. The group gave me great feedback on this saying they loved the idea and it makes the building looked alot more used and lived in even just with the simple open window rather than a plain shop facure. Again it was just getting the proportions of the building right in relation to my other models and using gathered photography this was made alot easier. I think of all my buildings I like this the most purely because of the windows, it just makes everything look more real and alive. Obviously I will need to make a simple box to simulate a interior as the windows are open and if a player angles it right they will currently be able to see the sky so a simple box interior will solve that problem.

These photos were taken by James Branson (his blog) when we all went out taking photographs in the early stages of the project.

This building is currently a coffee shop called Coco’s, this was originally another students building (David) but he handed it over to me for optimisation and the addition of an interior. I had decreased the poly count from just over 1000 to 238 and that was with adding an interior with shop window showcase area. Being a very simple building I dont really have much to give feedback on, its a basic building which took no more than 30 minutes to optimise then add the interior section using simple edge modelling workflow to then bridge the gaps. I did notice one issue, nothing major but pointed out in the presentation id overlooked the way it had been done at the front with the windows, and this results in N-gons in the gaps either side and between the windows. Simple fix with connect or cut tool. All of these buildings are now ready to be handed over to the texture team.

Here is a few pictures of the complete street section on Trinity House Lane:

I found that modelling a street section was far more productive and beneficial for myself as a 3D modeler. This was because mainly the dimensions, scale and proportions of buildings, I could use the other buildings i had completed and finished to adjust the new ones to make sure the street looked correct. This worked both ways as any misjudged dimensions could be effectively grabbed and moved into place.

Then for Silver Street I have finished RBS and started the silver street entrance to trinity market.

This is currently RBS bank building on Silver Street. Once again a very basic building wasn’t much to it just a few insets for windows after I had added loops to extrude some ledges. Because of the simplicity of the building I added a small shop window interior so that there is potential to turn it into a shop if we find out the original status of the building and if we don’t then an artistic decision will be made to adapt the building to possible a bakery for example.

And finally from the buildings i presented was the beginning of the silver street entrance to trinity market. This is a fairly complex but also modular building for frames and decorations, then a symmetry modifier applied will allow me to easily check the finished building as its only sensible for speed to model half the building if its complex when symmetry can do the work for you on the other side. This building is currently stalled, this is due to the final hand ins coming to a close we have decided for hand in and the public we have to focus on the texturing of Whitefriargate and Parliament Street, all other buildings will be put in with the basic grey block in the background to suggest that the area is under construction and will be completed for main showcase in September.

After we had presented I took the role off Abbiella to create a professional email so that we could email the clients that we had and hadn’t discussed potential showcasing for the project with. This required me to type 2 emails, both similar but adjusted for seen and unseen clients. Once typed it up I asked my tutor Gareth to have a proof check to see if anything could be improved or any key information had been missed. The final email also had a link to our latest video fly through of the project so that the clients could have a quick taster to what we had been working on and will be showcasing.

This is also the grey block video fly through we showed our client John Netherwood when he came in. I disclosed that this is not the final product but an in progress project we gain alot of benefits from public showcasing for our marks and the projects quality. This final email was sent to Fanthorpes, St Stephens, Prospect Centre and Princes Quay.

After waiting a few days I had successful replies from St Stephens and Fanthorpes confirming interest in allowing us showcasing our work. Fanthorpes was already secured from speaking to the shop manager originally but St Stephens was a fresh attempt of securing a client by myself. Since then myself and St Stephens have been in contact discussing the project and when we would like to showcase it. Coinciding with there times and available for displaying space, I managed to get us a showcasing date before our hand in (19th May) which is Friday 15th May. This required us to have a Public liability insurance cover which initially i didn’t know if we have but with contacting my tutors we do have a copy to send to St Stephens and prepare for Friday. Our location is just outside the elevator near the bagel food vendor stall, next week I will discuss with the group on shifts for the showcase as I personally would like people to man the project in-case any of the public wish to stop and talk to us about what we are doing.

A slight issue with St Stephens arose with my tutor Gareth with that it is the shopping centre/ area that has crushed the Whitefriargate area for business and popularity. So when we showcase there as long as we are displaying it as a student project following on from the previous years of the heritage project and our area is a section of Old Town including Whitefriargate, it can be clearly seen as a project rebuilding an area of Hull in the 1960’s and not a display to support Whitefriargate. This turned a few of the group off as they don’t really want any hassle from the public but at the end of the day its an opportunity to showcase our work that i have secured before hand in so participating in it will add to our professionalism and “getting our work out there” for feedback/review.

Will this just around the corner next weeks focus as that is also the session all the texture team should have the Whitefriargate and Parliament Street area textured, so the focus will be on promotional materials for our project. Any promotional materials we have can be a extra visual for the project for the public to have, which will aid them in understanding the project and what we do to make it what it is.

 


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Client Project- Christmas and Session 13

At the end of the previous session we discussed what we would be doing over the christmas period running up to hand in. Using Basecamp we set priorities in the form of to-dos some specified to individuals for example myself i had to blueprint pawn possession, or general to-dos for everybody like finish all building textures. This was made very clear before the holiday and the use of basecamp and communication was mentioned prior to that aswell as vital over the holiday period. This was evident due to basecamps tracking of log ins half the group didnt use the program at all and few used it regulary, this picked up when reminded but it should be a habit by now to be keeping well involved with all the work making sure your not missing one bit. That being said we reiterated it on return hoping for a collective group to be working professionally using the likes of basecamp on a regular basis.

Over the holiday period most had to admit little had been done or more could have been done, I myself know i did do work but could have done more if I had only special occasions off. Despite that I have managed to texture 5 of my 6 buildings after finishing the parliament street building model with the last texture in progress , my blogs are current in the client. Since return I have modelled an interior for the classic mini, blueprinted Pawn possession (with assisstance from Phil for the exiting of the vehicle which took a while and 2 heads to figure out), and most recently to much joy I have managed to correctly rig, weight paint, animate and blueprint my mini to be driveable in engine. I will now elaborate on my process for each of these with images.

As far as textures go most i have already uploaded so ill just show the most recent, which is a model im also yet to show.

 

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This is a building down parliament street, I chose it as I know modelling is one of my strong points so I felt a more difficult looking building would be better tasked to myself. I had some issues along the way despite that the making of the bottom half was the hardest part with the extruded sandy parts needing different sizes each time and to bend around the window. I am very pleased with my final product of the model and doing such a detailed building in 2781 polys when a high detail building was originally tasked at 20000, shows im getting better at modularity and having an eye for optimising my model.

parliament_textureThe texture i was very pleased with, I used simple planar mapping for most of the unwrap then just a few cases of needing to grab verticies to not have stretches around stiched corners and then just scaling so that the checker pattern created nice neat squares across each area. The changes i will make to this will be the bottom section, the stone part was a basic tileable stone texture that I have hand painted it to make it look like bricks, but after some digging a stone texture like that of the original building was found so its just needs applying. There is a slight issue with the bricks on the left window they skew a bit I wasnt sure on why this was at the time so i continued with the unwrap and when I textured it I forgot about that being left. This needs patching up once I find out why its done this but shouldnt be too much hassle hopefully. Next is to apply normal maps to my buildings to create more realistic textures.

Moving on I modelled an interior for my classic mini using my own reference and just reference from classic mini online stores for accuracy.

With this interior modelled we can now have the in car view for the classic mini not only for people walking past to see a interior but for the pawn possession feature we can drive this in first person view. Im really happy with my end result for the interior all that is left for the car now is to be textured. Im not sure ill have time for this before hand in but certainly will be a definate for the end product.

Now to have all this used to its max I was tasked with the pawn possession feature for interactivity which would be done in blueprints. This is a slight alteration of my initial idea early on of a racing game due to the figure of 8 on the map but i wanted to be involved especially when they are my vehicles in the project. Being fairly efficient in blueprints this was a task i felt confident in completing using the help of online tutorials and ue4 answer hub. Now this was the case i had it all working then realised that we need to get out once we are in. This was proving more difficult as the player would spawn back at player start instead of outside the car. Also spawing the player inside the car in view for 3rd person example purposes made 2 collisions collide and send everything absolutely mental.

With the addition help from Phil it took us most of the day but we finally figured out how to get them in and out of the car. After celebrating we then realised we can get out and in at anytime from anywhere. Simple fix of a radius overlap on collision enabling the key press to enter, then the exit the player could just bail tuck and roll at anytime like GTA. We didnt want this so again took time to work out how to calculate it to only be exitable when throttle is less than 1. This was completed by the end of the day and we now have a working pawn possession in our project to add to interactivity.

But to make this our own personal touch rather than Unreal Engine 4’s preset sedan vehicle in our game which didnt match the 60s theme at all, I was then challenged with the unknown area of rigging a vehicle for it to then work in Ue4 with our pawn possession. Im going to be straight I did this process over and over so many times due to issues with bones, not weight painting it right, UE4 claiming un-weighted bones, wrong hierachy for the bones. And that was just 3DSMax issues, when i got all the max issues resolved I put it in UE4 for animation blueprints not to fire, car controls not to work, the car to have everything set up and stay stationary, physics assets not correctly set up, the sedan to be clashing with the custom vehicle blueprints and setting up the front and back wheel blueprints wrong having all wheels rotating manicly. It was a laugh but i can now say ive done it that many times through trail and error the process has been memorised and hopefully mastered for future use. It was such a relief to see car wheels spinning after hours of stress and frustration on why it all was going wrong for me. Persistance got me there and now im proud to have the vehicle able to be possessed and driveable. Additional animation will need to be taken into consideration due to the interior view like the steering wheel with hands, gear changes, dials etc but for now it works to a standard im pleased with for a rookie in the rigging area.

Here are some screenshots of the process in 3dsMax:

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Then moving into UE4:

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Despite this lengthy process it was well worth me sticking to it, not only for end product for the client but this will also help me in my self initiated racing game.

On reflection im pleased with the work that I have done but would have liked more done over the holidays to have a larger amount of especially assets to hand in. Due to the complexity of cars its not a botch quick job it takes time and with focusing on them in client and self initiated i think i need a break to rapidly produce smaller assets for the project.

As for the hand in, Myself and Phil will be making the modular road system again due to some slight measurement miscalculations and then texturing that ready for hand in. Hopefully we will have a collective textured section of our project which is the primary target. We already covered the interactivity side with a treasure hunt, involving pick ups, inventory system, gate and key system, driveable car (pawn possession), throwable object projectiles, and then a basic HUD with minimap and inventory system. My contribution to this was the pawn possession due to my main skillsets being in modelling and Phil taking the lead on the blueprints side of things.

Hopefully everybody does manage to get everything tasked on basecamp done within prioritising so buildings modelled and textured the priority then all the rest being added bonus. I look forward to our feedback as i know we should be alot further ahead and hopefully the group steps up to really get the best out of our client piece for the final product.

EDIT: I have now resolve the brick skewing issue it was a mistake on my behalf aligning some verticies horizontally that shouldnt have been, really simple fix thankfully.

texture fix


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Client Project- Session 7/8

I have combined these two sessions due to the 7th session Myself and Phil was pulled off from doing work on the Client project personally, this was due to we are further ahead in both work and skillset so our tutor Paul wanted us to go around the room and sort everyone who is struggling with certain aspects to get up to speed. The common problem seemed to be scale, people didnt have there grid set up properly so it snapped in ue4, snapping, the units setup was generally in metres when it needed to be in generic units for the engine, and then the way modelling should be done with buildings is the modular aspect to save time and increase work flow.

I spent around 35minutes with Rinalds, he had all of the issues above but once i sat with him and showed him step to step how to go about it he took it on board very well and seemed to improve. Im hoping with the techniques i showed him that in the next group critique session he will have come on alot, even if the building modelling isnt 100% as long as its snapped and to scale thats foundations we can build on in future. I then moved on to abbie and barrie who had the same problems which all i could do was tell them the right way as i did with Rinalds. Eventually i gave dave some feedback on some windowframes and pillars he was building modular for his building and then James had a slight issue with snapping despite also going round with me and Phil.

Each on of them i linked them to a free Digital Tutors course on modular building, it not only shows you the correct process it shows you texturing methods which will be the next step for everyone once we have a initial first street block out done. Found here: Digital Tutors modular design course That concluded session 7 hopefully this wont be needed in future so it doesnt pin the likes of myself and Phil back, but it was good to give som peer to peer learning to others in the group to build on the feedback from the previous group critique.

Moving on to session 8 now, Me and Phil felt it nessacery to really push on. We had been talking over the weekend about where we are at in the project and where we should be and its not as far as we expected, this being reinforced by our tutor Paul we took session 8 as the next gear. Phil took the group talk and requested we push on, we expect all buildings that have been set to be done in a basic model by now which should be 2 each, 1 for big building projects like viktors bank. We wont check up on them until next weeks group critique were we expect finsihed products and moving on. I added that no matter how far behind you are with your current buildings im sorry but they should be done and we are moving on to the next its now addition to your own time to get that done.

With that said the majority of people took absolutely no notice and carried on with there initial buildings. Me, Phil and James all collected new buildings to be getting on with we cannot afford to fall behind for other people, but as this is a group project the lack of collaboration was dissapointing. Nevertheless i collected myself 3 new buildings, currently the Poundworld, Quicksilver and Check Centre. I finished Poundworld and Check centre in the session and Quicksilver shortly after, they are basic models with some minor details to pillars but are to scale and snapped to grid.

Here are my finished products:

Quick Silver:

Poundland:

Check Centre:

I will be showing these on tuesday in our scheduled group critique session to show my progress and get any constructive feedback on my work. I have put these in engine and they are to scale and snapped to grid properly. I have now contributed 5 buildings and will be collecting more shortly as soon ill have assets to focus on aswell.


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Client Project- Session 6 Group Critique

previous sessions (1/2, 3 ,4 ,5)

Moving on in our project from last time where everyone had been tasked for a building to do over reading week as a basic model, nothing fancy not the end product just a basic model to see if everyone was going the right way about doing everything and to give constructive critique to them if needed. As Group Critique is a requirement in a learning objective that we are marked on in the course we needed to take this seriously and act in a professional manner, as we would in industry. Personally I felt i did this and then followed up my critique when spotting flaws in some peoples models by showing them ways to fix it after they presented their work to the class. Not doing the work for them but showing them ways that they can call upon in the future to rectify certain issues. For example James had Ngons in his model due to not having loops where they should be and therefore having extra verticies in places, just a quick resolve using either the cut tool or the connect tool and target weld.

My buildings recieved good feedback from the group, Phil pointed out possibly the back part of Marks and Spencers was too far back in the model in relation to real life. I had noticed this but due to not having measurements of that particular area it was just a rough estimate. I will still address this issue and possibly ask Phil whilst i do this to agree on a placement, possibly throw it into unreal engine 4 in the block out to see if it has the right feel and look to it. Other thn that my building crawshaws was a basic model, the building having alot of elegant and elborate patterns or facures a basic model is alot to work on to the final product.

here are my buildings to the stage they are at now:

M&S-

m&s basic model This all looks like one model due to having a simple grey texture placed onto all the seperate pieces, but all i did was model the building in a half then sue the symmetry modifier to model the other half, after that i modelled every piece seperate the pillars the windows were just one simple asset that i have duplicated and snapped together in the case of the windows to create the illusion that its all one model when actually its just lots of seperate pieces attached together to make a model. Im very leased with the progress of this so far and the scale has been nailed to a the tee thanks to the meter wheel making modelling alot easier for me.

Crawshaws-

crawshaws basicThen this is what is now crawshaws (still unconfirmed on what it was in the 60s as been unable to find any reference of it as of yet) looks alot more unfinished than m&s this is partially due to m&s taking longer but also because crawshaws has a very elegant facure with flowers and grapes etc on the building. so without them it is quite bland looking, i still need to model the top dome window part. And as you probably can tell due to not being on one side i havent needed to symmetry it yet otherwise it would be a step too soon. So thats where im at, i felt i could have been alot further along with this personally but this will be finished off soon no worries about that.

With all being said and everyone present showcasing there buildings for critique i decided to take notes throughout the session to pin down any common themes brought up and also what our next steps could be, so that if its an issue the ones who are not having these issues could do some one to one tutoirals with any people stuggling to show our abilities to work as a group and give peer to peer learning.

These were:

  • Texturing- General UV mapping, where to go next with the model, using different types of texture maps to improve the model, light maps, altas maps.
  • Lighting- The use of lighting to bring out a model really show it off, interior lighting/mapping.
  • Interior- generally everyone just designed the building from the outside, if we are going for realism surely the players will see through shop windows into the shops so a basic interior should be modelled with appropraite assets to fill it out and possible assets in relation to the football world cup theme we seem to be going with e.g. an idea i raised was flags on the windows and doors so that we wouldnt have to model the interior but that not be the case for every store as they will have a reputation, like a jewelers they will probably just have a simple pennant string with flags across a window its still showing support but its tasteful.
  • Little details- many of us have little details on the facure of our building like my building crawshaws has some flowers and grapes aside the windows, we have recommended basic low poly models of these in 3ds max and then to import them into mudbox or zbrush to produce a normal map which will give them realism without huge polycounts. Which sculpting and detail tutorials will be called upon and taught by us as not many have used sculpting software before.
  • Put into the engine- Most hadnt tested there buildings in the engine but we should be at the stage no matter how complete the buildings are to be enchancing our grey block out of the streets from basic bsp. so a collection next week of the building to go into the engine will be done regardless of building completion as at least we may identify scale issues or snapping issues etc.
  • Texture importance- some people had over modelled certain part of their building. for example things like window panes  had been modelled in when that is a simple texture and gives generally the same appearance. Other things like pillars or window frames had been all modelled into one shape of the building, its much easier and less straining on the polycount to model pieces seperately and simply push them or snap them to the model.
  • Take into account buildings next to you- this will be a test of our group work, even if the building next to yours isnt you building you will have someone else next to yours and if its all going to work in the engine you need to make sure that they snap together otherwise we will have a street full or gaps or overlapping z fighting.
  • Topology- breifly raised before when i helped james, having ngons or loops where they should or shouldnt be can be of detriment to your model. Mainly in texturing it could cause skewing or stretching, its mainly fairly simple to fix topology but taking time to do it will be vital to the project.
  • Building specific collisions- we breifly dipped into engine ideas moving forward in the block out, what we mean by building specific collisions is most buildings have different shop fronts e.g. my building m&s has a fairly deep entrace to the shop front due to showcasing windows whereas what is now the card factory has a very flat shop front. So with that in mind building specific collisions will have to be made to give the game that extra realism and immersion, because if we did one simple block across both sides of the street the player would be confused why he/she couldnt at least go up to the door of certain buildings.

This concludes our group critique my personal reflection is that i was concerned slightly with the professionalism of some students during this as its such a vital part of our project, but the issue has been raised and hopefully next time this wont be a problem. Group critique will be a regular occurence in the project from now on so that any issues can be resolved quickly and effeciently.

We have had 2 students go on the radio over reading week promoting our project and asking the people of hull for any assistance they could give us if you wish to contact us here is where you can find us:

Hotmail- HeritageHull60s@outlook.com

Youtube – Heritage Hull https://www.youtube.com/channel/UCBggxbowlU24GJvQVSM2NtQ

Twitter – @heritagehull60s https://twitter.com/HeritageHull60s

Facebook Page- https://www.facebook.com/HeritageHull60s