2 February 2012

Female Base Guest

The guests of the party in the Chateau level will be created from a few simple base meshes; as previously discussed. This is a first look at one base mesh.
This is the base mesh of a 'Standard Female' found in the party. The geometry of this model is there to be manipulated, whether it be into different builds of body weight, or simply just tolopologising in order to allow for correct deformation for each different item of clothing it may wear. 

This image shows the idea of how the base-mesh can be dressed in whatever outfit we want (taken from our extensive research library). Once the clothing has been added to the model, the polygons that will not be seen will then be deleted, and re-positioned accordingly to make sure the model is fully optimised for both sculpting in ZBrush, and then later for in-game use.

The next step here is to create several dress options that will then each be sculpted in ZBrush for their normal maps, and then made interchangeable for UDK. 

At this point in time, character creation is developing bit by bit to my end, while the other group members are currently prioritising what assets need to be created first, and placing rudimentary forms into the level. Soon you can also expect to see the first texture pass on the level, using textures gathered from various sources, many of which will probably be second hand, with the intention to replace them with primary resources nearer the end of our demo development.

26 January 2012

Maxwell Winters - UV | Sculpting | Normal Map Progression

Maxwell Winters is almost complete in terms of the look of the model, minus texture maps. He now has been fully UV Unwrapped, sculpted in ZBrush, and had his Normal Maps applied in Maya for testing. Bare in mind that no clean-up has been carried out on the Normal Maps yet, so they still have a good few areas that have much to be desired; this is currently in progress.
Full Body Render

Portrait Render

25 January 2012

Maxwells front reference





This is the front reference for main burglar character Maxwell Winters.










Maxwell Winters - Drawing to an End of Modelling | New Ideas

Maxwell Winters is almost complete in terms of modelling; currently being UV Unwrapped.
3Ds Max was used for hair modelling because its tools were more suited for what I wanted to do:

(3Ds Max View-Port Screen-Shot)

(Render Thus Far)

24 January 2012

Maxwell Winters - Final Model Progression

The burglar player model is now complete. Minor revisions may occur on very specific areas at a later date, but for now he will be UV Unwrapped and the Textured which includes his Normal Map creation in ZBrush.


As this character develops, our time plan dictates that I will also be proceeding with the first texture pass of the map. These textures will be a mixture of primary resources, and online resources. However we do plan to make all textures our own for the final presentation in May.

Further progress on the boat

I aim to finish the boat asap so I got the main chunk of it done today


(The non-standard polys down the middle are actually where the two halves have not been sewn together yet)

23 January 2012

meanwhile in the garden....

This the concept for the garden. I've done both the night time and day time versions for different scenarios.



Riverboat mother f...

The player begins the mission by arriving to the house by speedboat. This should be portrayed as a cutscene when the level starts.

I began modelling the boat based on research into 'Riviera cruisers'




Here is my progress so far:



Maxwell Winters

Production model of the burglar a player will be playing as, 'Maxwell Winters', is in creation.


(References)

This the blue-print reference (created by Artur Mirosz) for modelling the character. Along side this, real-world reference has been gathered and is also in use, as well as other concepts of this character. 

(In-Production - Ricky Thomas)

This character will not exceed 8192x8192 in size with all textures combined, and will be between 8,000-10,000 polygons overall; keeping in standard with current-gen graphics.

20 January 2012

Maxwell Winters

This is the concept for main burglar character Maxwell Winters



18 January 2012

Character Production

Many attempts have lead to the creation of our male head base mesh. It is the result of many various tutorials from many different sources to figure out how to create the mesh, and there is still room for improvement.

The above image shows (from right to left) some of the attempts over the year to create a near-perfect mesh that is suitable for current-gen facial animation techniques. The top left is the end result for our 'Male Head BaseMesh'.
The wireframe can be deformed in such a way to allow for detailed facial animation, a standard feature in most modern games today, and would definitely have a substantial part to play in our final game.

During the development of this mesh, the same is in process for body parts also, and will be posted up in the near future.


10 January 2012

Next-Gen Character Creation

To keep up with industry and to learn what will hopefully one day be required of us, we are looking into the creation methods used to make the characters we see in our games today.

We already knew this could be a large undertaking that would be constantly evolving in industry and the methods used could change all of the time. In order to get a better understanding of how things are done and what we should be trying to do, I tried to contact several industry professionals for advice and feedback on our pipelines we think we will use. These include Cheryl Austin (currently employed at Paragon Studios, NCSoft), Sze Jones (currently employed at Naughty Dog), Rich Diamant (currently employed at Blizzard Entertainment),  and Nicholas Collings (currently employed at Ubisoft Montreal). This rough mood board shows some of their work, and hints at what methods they may be using already.

Copyright © Various Artists

The work of Nicholas Collings on 'Assassin's Creed' is of particular interest to us. The way they made multiple characters from only two base-meshes is exactly the sort of pipeline we plan to do to create our characters.


The above link shows a video of how they went about creating the LOD information for the game to use, another very important aspect of what we will need to do. The work done for 'Splinter Cell: Conviction' was also of this method, but with much higher polycounts, and included all body meshes; not just the head. The image above in the bottom right shows just how they put their characters together, and again, this will be something we will be looking into for our character development.

Rich Diamant's head modelling method shows us how to make a fully animate-able head for in-game use, especially with his work on 'Uncharted 2: Among Thieves'. 


To help us learn we have also been able to get several training DVDs made by some of these artists, which show us exactly how they go about doing such high-quality work, and what methods they use. 


28 December 2011

Phase #1 Down

With the Pitch Presentation (hand-in 1/3) completed, we are now entering the content creation phase. This will take us up to the next hand-in, the Interim Presentation in March. By this point we aim to have the level blocked out at least to a large degree, as well as all game mechanics working, initial designing and research completed, and all characters completed.

Copyright © Purple House Media 2011

The Pitch went well overall and nothing unexpected happened, so we are fairly pleased with how it turned out. Now the challenge is on to create this game.

Copyright © Purple House Media 2011

10 December 2011

VIVA #1 - 'Pitch'

The Game Pitch is set to commence at 9:15am on Tuesday 14th December 2011. This Pitch will be 1 hour, 30 minutes long.


A short set of images showing the Power-Point presentation and the work done so far will be created during the Christmas Holiday, and posted here.

9 December 2011

Mechanic Concepts Update

We have been making more concept images that illustrate our game mechanics for our first presentation; the 'Pitch'.

This is the on-screen map HUD that will be activated using the 'M' key on the keyboard. This is only the final scene of the short animatic.


This is the mechanic showing that you can hide in the bushes in the garden, again only showing the last frame of the short animatic.


And lastly, the stealing mechanic, whereby a timer is triggered when the player does so, displayed in the top. Also notice that the HUD displays the warning meter as orange, indicating that what you are doing is suspicious and that people will tell guards if the catch you in this act.

Further concepts are still under-way, as well as the 'Pitch' presentation itself. Thus, blog updates may be slower than usual until the Christmas Holiday starts when we begin production work on the game project.

8 December 2011

Here is our first test at getting a usable walk-cycle using the Kinect along with IPISoft's IPIStudio.




Once in-game, it needed to be sped up a fair bit to fit with our walk speed. This may suggest that either our walk speed is too high, or the animation needs to be faster than we first thought.

Motion capture

We organised to test out the motion capture suite to see if it would be a viable method of getting animation into our game. Unfortunately, when we got there,it was out of order.


We heard that a possible way of doing it would be through the Microsoft Kinect.


After some research, we found that the best software for our needs was IPISoft's IPI Studio. This software has the possibility f using two Kinects to record front and side motion.

We did some initial tests using just one camera and had some very good results. It was also very simple to move them from the software into the UDK



We then organised to try two Kinect cameras.



Unfortunately, after setting up everything, we couldn't get the software to analyse the data from two cameras. It instead just used one, leaving half of the actors body behind...

We decided then to try to get a usable walk-cycle out of it using just one camera.
I will post the results later. 

28 November 2011

Concept of Gameplay mechanics_Rope Gun in action

Gameplay concept showing rope gun in use. Slide down to see.














Merde !



After five seconds guard player may stand up and continue his chase, If he knows which way to go.

Concept Art- Yakuza Rope Gun

Rope gun it one of the non lethal weapons-gadgets used by the burglars to stop or slow down chasing them guards. This gadget finds its way to the party in beautiful hands of yakuza girl. Design of this item resembles the look of a handle of Japanese sword. Item is made out of metal and it is covered by elements of leather or laka. Device can be easily and quckly installed in doors where it shoots out two ropes ending with arrow bolts. Rope gun can be used only once in emergency situation. Once set creates immidiate risk of tripping and contusion for rapidly approaching (and clumsy :P)enemies.

To be or not to be- YAKUZA

This is concept for one of the burglars called the yakuza girl. Yakuza brings the rope gun artifact to the game, therefore she was supposed to be one of the most important characters in the game. My initial thought about this character was "simplicity". When we think about design in Japan we probably imagine white paper walls, simple and elegant forms, mixture of black and white etc. I wanted this character to reflect all this. Her outfit is simple but elegant, with delicate white ad dons. Her dress is short in order to allow fast movement, and perhabs soe acrobatic stunts. The only element giving away her roots and profession was supposed to be dragon tattoo. But the problem is there may be no asian characters in the final game, therefore this character's development is temporarily put on hold.




Adding the mechanics to the block out

Today I began to add the mechanics to the level block out ready to show for the pitch.

Setting a tripwire

The Kismet may be more complex than I first thought...

26 November 2011

Stun mechanic

we did not want our weapons to kill the enemy players. What we required them to do instead was to stun them for a few seconds.

I struggled to work out a method of creating this effect without getting too code heavy (far too complex a sequence for my current knowledge of UScript) so instead I tried to do it in Kismet.

Early tests didn't seem to work with the 'TakeDamage' node not giving any results.

Instead I decided to try what I had used before, comparing Intgers.

This time I had a set value of health I wanted it to compare. This meant that by constantly checking the player's health the game could react if it fell below the default of 100. This would then trigger a different response.



I am concerned however on the drain this will have on a network game. I have asked on the Epic games forums if they could suggest a suitable loop value, but have of yet, not had a response.

25 November 2011

Flash-Light

The flash-light mechanic is a simple little mechanic that only security guards will have access to. Whenever a guard goes into a dark area, they will automatically get out a torch to see where they are going, whereas burglars have better sight in the dark and so don't require this feature.

24 November 2011

Usage Timer

While discussing the game, we stumbled across a missing but largely required mini mechanic; a usage timer.

This timer would be set off when any player does anything that requires a waiting time in the game. For example, when the burglar is cracking a safe open or picking a lock, it will show how long until you are done and have control over the character again. A guard would have it for arresting, or when they get stunned, etc, etc.

For each type of object and each instance, a different appropriate icon will appear in the middle of the timer.

Lighting - Team Specific Differences

With our new understanding of how we can control parts of the game to work only for certain teams in team-death-match mode, I began to look into a mechanic whereby the guard players would have to use a flash-light to see in dark rooms, while the cat burglar would have better eyesight, and can see in the dark far better.

The initial way of doing this was to create a light room, and a dark room, and place two Post Process volumes in the dark room; one for the guard to see through, and one for the burglar to see through. Despite this working there were some major problems, primarily with what the guards could see in terms of light from the other room.

To advance from this, I tried to make the room very dark from natural causes, not post processing. However, a downside to this is that Sky-Lights cannot be used in map lighting because they can light shadows, meaning even the darkest rooms would be lit somewhat.

So to make completely dark rooms, we have to block the windows (with curtains in game), and also tell the walls, floor and ceiling in that room only, to not emit any diffusion or emissive light, stopping the room lighting itself using indirect lighting methods from the light in the room next to it, or outside.
This is the lit room, using 1 spotlight facing the floor from the ceiling. You can see that the rest of the room is lit well from emissive, indirect light.
This room has had all surfaces told not to emit emissive light, however they do still accept it otherwise by the door the sudden falloff of light looked odd. This is what the guards would see in the dark room, which has no post processing at all.
Using a post process volume in the same dark room, this is what the burglars would see. It is lit-up with a blue tint. As much as this sort of works, there are problems, some of which I encountered before.
• The deep shadows of the room have been forced to light up, and that is causing us to see bad texture compression artefacts as a result.
• The doorway with its natural light from the other room has changed colour. When I forced the room to be dark using only post processing, this effect was even worse, but a better, more controllable look in the darkness overall.

Another reason why using post processing to simulate darkness was bad was because we wanted the guards to use a torch to see in the dark. However, with the post processing volume there too, the light would come out tinted blue also, not yellow.

Further research into possible ways is currently under-way.