Monday, 28 February 2011

Rockets

Which one?

Terrain WIP




Started creating the terrain last week and this is what i've got so far. Need to really test it out in Unity with a car as there are some pretty sttep slopes and i'd like to test if a car can get up them, if not ehn obviously they might need smoothing out or their altitude changing.

Gonna begin texturing it this week, the track will look a lot more obvious when it's textured - atm it looks a bit difficult to follow but once the dirt texture is on it should look a lot better:

Sunday, 27 February 2011

Ford Falcon

So this is what I've got so far its 6300 tris at the moment, but hopefully I can reduce that a bit. Is there anything I should add/change before finalizing and texturing?

Animation Settings

Unity uses 30fps for animations, so any other animations in Max/Maya should be made using 30fps as well, otherwise weird flickering can occur.

Also anything imported into Unity will retain its pivot position, but the position can't be edited once put into Unity, so make sure if you want the pivot of something to be in the center of the geometry (which in most cases, you do), center it before exporting.

Friday, 25 February 2011

Sunday, 20 February 2011

Texture Size

Regarding Matt's lecture the other day where he said about keeping texture sizes as low as possible; Unity has the ability to scale and compress the textures depending on where you are pubishing to. That bottom part that says 'Default' controls the default size of the texture, then there are 2 buttons to the right of that that control the texture size overides if you are publishing to the web or standalone PC/Mac application.

So in theory we can make the textures a half decent size for everything, then just scale them down in Unity.

Cool idea

If we have rain anywhere in the level, or possible puddles of water that could be splashed up on the windscreen, we could animate the windscreen wipers on the cars. I think it would look really cool, but have no idea how we could 1. Get the water to appear on the windscreen 2. Make it look as if the windscreen wiper was actually wiping it off.

Any ideas how to get this working?

Saturday, 19 February 2011

Weapons for car

Drew up a for weapons to go on the cars, there is rocket whcih can go on the side of the vehicles, proton and machine gun that will go on top of the bonnet.

Car Tutorial for Unity

This in-depth tutorial written by Morten Sommer, with graphics and coding by Unity Studios, will take you through all the necessary steps to create a fun arcade style race car mechanic.
Section 1 - Assembling the Car
How to assemble a Car Prefab from a 3D model, scripts and components.
Section 2 - Tweaking the Car
How to tweak the car to behave "better" or in different ways.
Section 3 - Under the Hood
A more in-depth look at the actual code that drives the car.
The tutorial project also includes a high-end physically accurate and realistic car model created by Jonas Echterhoff. Use this if you want to make more simulation-like games.

Thursday, 17 February 2011

Jungle

Motorstorm Pacific Rift Environments

Since we're now racing in a jungle we can look at this game as it is similar

Some free trees and plants


http://www.xfrog.com/2011/01/130-free-xfrogplants-now-available/

Track top down


So this is what i have in mind for the Environment so far. As you can see there is a section that goes underwater, dunno how to do that yet as from what i've seen in unity the water you create is just a plain, suppose if we can make some fish and shit swimming about it should look more real.

The general feel of the track itself will be kinda rugged, dirt track - like a rally track. Overhanging trees and lots of shrubbery. I'm still not convinced that I want to make the track, feel way more comfortable just painting the road texture and surround it with shizzle.

The track will take about 2 minutes to complete going at full whack which i think is a pretty good time for the length of any one game. By the hangar-straight there is an old derelict plane hangar which i'm working on at the moment. I'll also try and get some UI concepts up by the end of the week.

Wednesday, 16 February 2011

Low Poly inspiration/how its done

Check out the low-poly section at cg-cars.com

http://www.cg-cars.com/forumdisplay.php/49-3D-Work-in-Progress-Lowpoly-Game

Some good stuff there, you will need to register though.

cars!!

just talked to matt and he's saying if we're doing the track on a remote island then rather modelling muscle cars, audi pretty much expensive cars. we should do buggy's

let me know

try to be in tomorrow as well so we can talk about what we're going to do

Bored

Tuesday, 15 February 2011

Animation and scripting

For everything a car does, we will need some sort of animation, sound, maybe particle effects, and way of triggering and scripting it all.

By making the wheels seperate objects, we can control the speed of them via scripting. Then the windows or materials with transparency will also have to be separate objects. We should be able to get away with making most of the animations within Unity

Game Name ideas. (again!!)

So we really need to get the game name sorted so all the logos and posters etc etc can start flowing in, i've been thinking and here's what i've got so far:

- Hot Rods Racing
- Old Muscle
- Jungle Muscle
- Max Torque
- Project Muscle
- Jungle Rally
- Jungle Rush

We should really get this name sorted today, anyone got any feedback on ones the think might work or any other suggestions?

Friday, 11 February 2011

Unity 3.2 Update

Everyone good with installing the update and all working on that version? errrrm so yeah, I did it anyway, broke first person controller mouse look in my test project, just need to delete the character controllers from the project view and reimport from the Unity 3.2 folder. I think the new version of the script deals with both x and y axis in one go, before it was split into two scripts. Anyway I can always download the old version again if you guys wanna stick with that.

Thursday, 10 February 2011

Car Blueprints

If we are now doing cars instead, then you can find tonnes of blueprints for vehicles at http://www.the-blueprints.com/ so no need to trace over pictures or anything

I have been using this site to build my cars and its pretty good. But check the blue prints before you start building them because some are inaccurate and dont match up.

this is a good example of a good blueprint Audi R8

this is a good example of a bad blueprint Audi R8 2

I already have a half built Ford Mustang (although it includes lots of high poly detail but wouldnt take long to remove) if anyone wants to carry on that.

I'm doing my own custom car which I will be uploading the concept/blueprints once Ive finished.

Something to think about

We wouldn't need to think about this till right near the end of the project, but.....

http://forum.unity3d.com/threads/11775-Stereo-Anagylph-Rendering-HELP!!!-%29

http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/Unitystereo/

http://unity3d.com/support/documentation/Components/class-RenderTexture.html

just a quick sketch of what the car can look like

Cars

Ok if we're changing the cars to, well, actual cars we need to pick 2, then Hardeep can outline in photoshop and add guns, boosters etc. So what cars do you guys reckon? I'd quite like to do something like the top photo, and then have the middle photo (black beauty from the green hornet film) as a good reference for guns and attachments. Then Toby would need to do one aswell, Sam suggested the bottom photo for that, then could always make more to choose from when we've got some more of the game sorted. If anyone finds any better cars that would fit, post them

Environment/Car re-think

Just spoken to Matt about our game idea and he suggested that having the cars floating might look a bit random. He reckons having wheels would look better so you can create the kind of inertia around the car, springs and suspension etc, making the car look like it's getting moved by the Terrain. Obviously we'd need to re-think the game name if we took his advice so what do you all think? Need to get it clear what our idea will be sooner rather than later.

Secondly he suggested that the Environments I was thinking of creating sounded a bit same old same old (mainly the barren wasteland one) as well as expressing negative feelings for neon lights!

He said that I should come up with something completely different. Thinking of making just one sick level, racing around the jungle on a desert island and then having part of it going underwater, with sharks flying about and shit - almost like you're walking through an aquarium but instead you're racing about.

So to sum up, are you lot ok with creating wheels for the cars, i feel pretty OK about having to create this environment rather than a few average levels, just one sick one.

Let me know what you think

p.s think of game racing names!!!

Wednesday, 9 February 2011

Early assets/concepts

Nothin special, gonna work on more barriers and ting

A few things that might help everyone

http://www.cgtextures.com - great texture site, get 15mb a day quota. I was thinking maybe we should buy a premium account, it costs £50 for the year and you get a 100mb daily limit. That would be £10 each which isnt much at all.

Real-Time shader for 3Ds Max and Maya It's how your model will look in a game engine without getting out of max. Looks pretty good, watch the video.

Ghost Town lite  Max 11 only (sorry sam g!)
A city generator and tool for creating urban environments.
  • Lopoly or highpoly buildings
  • Roadtool for making basic road layouts
  • Easy material system, add your textures and they will be randomly distributed
  • Add details were needed with basic scripts for facades etc

Ship


Curve network for the ship, is there anything anyone wants to change before I start filling this out with polys?

Tuesday, 8 February 2011

Dropbox

You can all download the DropBox client and log into my account using the email address: y2duggan@hotmail.com / password: groupproject

Keep all that shit organised, don't go throwing files in willy-nilly. Keep it correctly named and create relevant folders.

Stuff to do for next week

Things to do for the 15th Feb (next meeting)

Sam D - continue working through Unity tutorials, gather reference for environments.
Sam G - continue watching Unity tutorials
Gagan - Work through Java/Csharp tutorials (whichever you prefer)
Hardeep - digital panting of one environment 1/3
Toby - Model and texture a couple of low poly assets (barrel/rocks/track fencing? etc)

Ideas











Transparency

I found that when importing a model with a texture with an alpha into Unity, it needed two materials to display properly, one for the transparent bit, another for the opaque part. So if you make assets in max or maya, have a different material set up for the different parts (you can still use one texture for the asset, just needs seperate materials).

Game titlev2



same as last just minor change

Monday, 7 February 2011

Game Title



Another Logo Idea


Think I need to blur the lines a bit, still in progress

My Logo/Poster/Whatever

Sunday, 6 February 2011

Game Title




















My title so far, just need to find a better font

Friday, 4 February 2011

Here we go some reference images:





















Outland