Animation Final Submission

https://player.vimeo.com/video/302309607

What I created

I have created 3 animations, a pengelum, a ball and a lamp.  The pengelum starts to swing high but loses momentum over time so it is realistic.  The ball uses squash and stretch and this makes the ball look more or less bouncy depending on mow you animate it.  I went for a boucier look so I made it squish more when it contacted the floor.  THe lamp uses anticipation before jumping into the air and this lets the viewer know whats about to happen.  Personally, I think the lamp turned out the best and looks the cleanest out of the 3 and was the easiest to animate.

Problems I encounted

One of the biggest problems I encountered was getting the timing right and the bounciness of the ball.  I had to use trial and error to get the right keyframes which took a while to get done.  I also found the timing when the ball hits the floor difficult as using squash and stretch made the angle and the bounciness of the ball harder to get looking as smooth as possible.

Dystopian and Utopian Research

 

Jeffrey Yu

Image result for art city scene

Environment

The environment has a huge impact on the design.  All around the characters in the image, there are buildings and vehicles that are clearly run down and this creates an abandoned feel to the scene.  The way the buildings are all broken and not functional creates a dangerous feel.  The car is flipped in the image and this has been left so it shows that it has been there for a while.  The whole environment with the smoke/fog just creates an eerie atmosphere for the characters and creates an edge to the scene.

Dystopian

The image is clearly dystopian as the world seems to have fallen to pieces and there seems to be little hope.  Everything around the character is overgrown and even the girls clothes are dirty.  The whole images is heavily dystopian.

 Shape, Colour and Functionality

The overall shape of the scene is quite blocky.  Most of the colour used is gray but there is some green bushes which suggests life and hope is still there although the rest of the scene is dark and suggests danger.

 

 

 

Texturing Continued

This sword has a similar shape to the one I am creating.  The blade has a rigid look which is what I am going for.  The blade shape suits the ice theme as ice is not symmetrical and normally has a sharp, rigid look.  The texture on the hilt is very good as it has different colour and looks like there is some sort of density within the model which adds depth.  I think the blade could be improved as it looks low quality compared to the other parts of the sword; it gives the blade a blurry look.

 

Project 1: 2D game

Idea 

My idea was to make an exploration game that the player could learn at their own pace and defeat along the way.  I wanted everything to be animated so it makes the world feel interactable and keeps the player entertained.  I saw a similar art style online and I liked the look of it, so I decided to use that art style to create my assets.  I think my idea was too complicated for the time I had, and I underestimated the work I had to do.   

Goal of the Game 

The end goal of the game is to kill enemies in different sectors of the map and once you it the crystal it would open the next area.  The player could either try to run past the enemies or defeat them.  The game has yet to have a true end goal as I ran out of time. 

Scripts 

I have used a bunch of scripts to bring the game together.  The camera follow script makes the camera follow the player where ever the player is on the world.  I attached the script to the main camera and set the target to the player with -10 offset on the Z axis.  The character animation script simply makes the character switch between animations when a key is pressed.  The death script is a script lets the enemy damage the enemy.  This lets the enemy detect what it can attack/kill.  The destroy on collision script is on the crystal and it means that when the player collides with the object, it will destroy the log, opening a new pathway.  This is a simple script but works nicely.  The enemy script is the main on the enemy needs to give it its heath, daze time and speed in which it moves.  Say I set the heath to 3 and the player’s damage to 1, it would take 3 hits to kill the enemy.  This is the main script to make the enemy work.  The enemy follow script means that when the player enters a circle collider, it will make the enemy move towards the player.  The circle collider is set to Is Trigger so it does not get confused with the enemy’s collider.  The Hurt Player script works a bit like the enemy script where it lets the spider do damage to the player; this is also liked to the health bar and how it determines the HP.  The player attack scripts work alongside the enemy script as they need each other to operate properly.  This is probably the most complicated script I have written with help from a tutorial.  Player control is a script that lets the player move around the screen in all directions.  I used the code GetAxisRaw to make the movement snappy.  Player heath manager works with the UI manager to create the heath bar. 

 

Creating Assets 

I used photoshop to create all my assets that are in my world.  I took images that I saw and changed them to match my style.  I used a thick black outline on most of my assets then adding colour with the brush tool.  Gor the trees, I used the blend tool that allowed me to blend colours together.  I created each part of the assets separately, so I could animate then easier. 

Animation 

To animate my assets, I mostly used the photoshop timeline option that allows me to put assets together and using a script, it would create a spritesheet for me.  The only downside to this as the animations are not as smooth as they could be.  For the trees, I added a slight sway in unity which make the animation look smoother.  I’d prefer to use unity, but I do not fully understand how to use it. 

Slider/Heath bar 

I used a slider and added a script where the slider represents the heath the player has.  The player heath script links with the slider script and it lets you enter the max HP and current HP for the player.  THe heath bar is a visual representation if the HP the player has. 

Colliders 

The colliders where pretty simple as I used polygon and box colliders for the most part.  I did use a circle collider to add an area where the enemies would follow the player if then entered the radius.  This had to be a trigger and an empty game object, or it would let the player damage the enemy anywhere in the area. 

Problems I encountered 

I had two main problems that made the game a lot harder to make and took more time to make.  The first problem was not being able to use photoshop outside of college which meant that I could not create assets while doing work at home which limited me to what I could create.  The second problem I encountered is that if I got stuck at home after following a tutorial, I could not find a fix which often meant that I could not develop my game any further.   

 

Animating a Lamp to jump

Today I have animated a lamp to jump into the air.  To do so, I have used Exaggeration, Follow through, Anticipation and Appeal.  I have used anticipation and exaggeration in the build up to the jump when the lamp wiggles and crouches all the way down.  This lets the next action by the movement of the lamp.  The bottom part of the lamp stops first as it lands first and the rest of the body and head still moves.  Then the body stops and then the head which rotates near the end.  I used the graph briefly to start and smooth out the animation.

What I can improve

To improve, I could use the graph more and also get the exact key frame distance so that everything looks cleaner and smoother.  I could also exaggerate the movement of the lamp and that would also make it more appealing.

Texel Density

Textures are represented by texels in the same way that pictures are represented by pixels. They are the smallest “puzzle piece” of a texture. They are not the same thing as pixels because a texel is a container for the pixels. So naturally, texel density is the amount of texture resolution on a mesh.

Image result for texel density

To make it easier to understand, texels contain pixels within a 3D model.  Texel Density is the consistency of the pixels within a mesh.

Spaceship Final Submission

 

This is my Spaceship Project submission

https://skfb.ly/6CtoP

Modelling

To begin, I started with a simple cube in Maya.  My first step was to get a longer shape so I stretched my cube so it was longer then it was wider.  Once I got the starting shape, I started using the main tool to begin modelling, the extrude tool.  This tool was the tool that allowed me to turn a cube into a spaceship.  By extruding different faces of the cube and adding more verticies and edges, I allowed me to build and develop my spaceship.  I created the main body and thrusters as differnet shapes so it was easier to build.

This was my first shape, it’s very basic but has the general outline.   As you can see, the shape of a spaceship is there but there is no detail within the model.ss

I then used the offset tool while extruding which allowed me to add detail such as windows, thrusters and grill/vents on the side.  The offset tool let me add depth into my model and this made the outcome of the ship better.

UV Unwrapping

The UV unwrapping was teh most difficult part of the whole thing as there was quite a few faces that I had to manually select and unfold myself.  One part which made the process harder was where I used the offset tool, it made it more difficult to unwrap as there was more smaller faces.  This took the most time but I found it easy.  One problem I encountered was that I missed 2 faces when unwrapping the model so I had to texture that part again.

Texturing 

This process was the best part because it allowed me to be able to apply whatever I wasnt to the model to give it it;s own cool and unique look.  First I had to lock the layer that the UV was on so it wouldn’t change size.  Then I had to use the magic want tool to select the area I want to add a texture and then It would make it easier to get id of any texture I didn’t want.  This process took about as long as creating the model and as quite repetitive.  I also had a lot of seperate faces so I had to keep checking back on Maya to match the faces up with the ones on photoshop.

Importing it to Maya

Once I had all of the textures done, I had to export the file into a PNG so that it could be applied in Maya.  When on Maya, I had to create a new Blinn which then allowed me to select a file that I want to apply.  While on the blinn, I could give the model different looks, for example, glossy or rough and it would apply it to the model.  You could then see the model with the textures on it.  This was the easiest part of the project.

Uploading to SketchFab

Once I was happy with how the model looked, I exported the file as a FBX and with “show Embeded” ticked so the file saves with the textures applied.  I then created a Sketchfab account and uploaded my model.  I tweaked the background on the website so it looks slightly more appealing.

 

 

Animating a Pendulum

What I created

Here I have created a pendulum that loses momentum as it swings.  The hand initially starts at the top and swings from right to left.  To make it realistic, it loses momentum from each swing at it comes to a stop at the end.  Although there are some minor stutters, they are not very noticeable.

Problems I encountered 

The only problem I encountered was getting the initial swing to look natural.  I used quite a few frame keys in order to make the animation smooth.

Texturing my Spaceship

During my session, I have converted my UV unwrapping from Maya into a PNG file.  This allows me to Put my UV into Photoshop so I can apply textures to different parts of the model.  I have currently textured the windows and only a small section of the top of the ship.  I ensured that I exported the file at 1024×1024 pixels so the textures would fit the model.  I am going for a old, war-damaged looking ship where the red paint has been scratched and worn down.  I have tried to be precise when texturing so I have took quite a while to get used to how it works.uvsemitextured.PNG

Finished productsfullspaceshiptextured3D.PNG

uvmapmainbodytextured.pngSpaceshipfintextured.pngSpaceshipthrustertextured.png