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Ladder
I want my player to be able to use ladders, for this I used this tutorial I found.
youtube
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Maya animation
To begin animating with maya, we have to change from the general mode to the Animation mode.
When we click on animation we are met with a timeline
the keyframe button adds a keyframe at the current position of the yellow cursor
when we move the object we can place another keyframe in a different place and it will move the cube from whatever position it was in the other keyframe to the one in the current keyframe.
once we are finished with our animation, we can bake it to set the animation in the object.
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Torch
I would like the player to have a torch that they can use to navigate in dark areas.
To make the torch, I added a spotlight to the character and made it togglable with the right click.
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My favourite games and what categories they fall into.
Phasmophobia
Challenge
Immersion
Power
Phasmophobia is a multiplayer horror ghost hunting game about finding what type of ghost the ghost is by using equipment such as EMF readers, Thermometers and cameras. This is the challenge.
As you level up throughout the game, you can unlock more equipment to find the ghost more efficiently and to defend against ghost. Levelling up is how you get more powerful in the game.
Many of the games maps are normal houses, but the largest maps are the scariest and most immersive. For example, the sunny meadows mental institution (The hardest map) looks like a map which would be haunted with ghosts. You can also play the game in VR, and on the darker and bigger maps, its really immersive.
2. The Binding of Isaac
Challenge
Completion
The Binding of Isaac is a roguelike which has maps which are generated by seeds. There are hundreds of rooms which can be randomly generated on a seed which can either make the gameplay more challenging or more easy.
There are also over 600 achievements for the game so the player has a lot to do all the time.
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Bioshock - First 10 minutes
youtube
The game begins with a loud crash and a large tower, the game blocks you off from anywhere but the tower using debris from the crash.
When you go inside, there is a big intimidating statue. Things also light up when you walk through to let you know that you are going the right way.
Going further into the building there is a bathysphere that is lit up.
When the player enters the bathysphere it goes down into the ocean. and shows signs which show the player how deep they are going.
Later in the game, the player gets a crowbar. There is a wall they have to break with it to progress, meaning that the player can't progress unless they know that they can attack.
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Games using Maya
Mirrors edge catalyst:
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Ratchet and clank:
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Dragon age inquisition:
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Call of duty Black ops 3:
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Uncharted 4:
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Importing Magica voxel files into Unreal
in the bottom right of magica voxel there is an export option
If we export it as an obj file, we will be able to put it into unreal:
this will import a material called pallete, the object and a texture.
note - If I want to add multiple models from magica voxel then I need to put them in seperate folders because every time you import a new thing from magica voxel it creates a new material with the same name of 'palette'.
the pivot point may be very off - I can fix this by going to the modelling mode and editing the pivot of the object
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Chair and health pack in magica voxel
using the tools in magica voxel, I have made a chair and health pack like I did in Maya.
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Magica Voxel
A Voxel is a 3D pixel (a volumetric pixel)
there are many tools in magicavoxel to make voxel art or models for game.
line tool: project mode on -
with project mode on, the lines will go on the sides:
without project mode only the ends of the lines will connect to the sides or where you clicked
voxel mode makes it so you can draw voxels with your mouse
the face tool lets you extrude faces like the tool in maya
Box mode allows you to make boxes from one point to another
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Medkits
Medkits in different games:
Halo:
Fortnite:
I want to make a medkit for a game in Maya so I have made a moodboard
for model, I've used different tools such as bevel, extrude and multi-cut
I have taken inspiration from a mix of the green medkits and the open one:
My model is an open medkit with models of bandages and plasters and things like that inside:
For the green case of the medkit, I used a cube and elongated it and used the bevel tool on the 4 edges. I then duplicated it and made it smaller and used boolean to remove the smaller duplicated cube to make a hole in it so it can act like a container.
the bandages inside are cylinders which I have deformed by selecting the edges and using the move tool to move them up and down
For the smaller red medkit item inside, I have used a cube which I have beveled the edges of to make it look rounded. I then used the multicut tool and extruded a strip around the entire object to make it look like a strap or something holding it closed:
to change the colour of the objects in maya I right clicked on the object and clicked assign new material:
I can then change the colour of the lambert material:
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Materials In Unreal engine using masks
We can use masks when making materials in unreal engine to add emissive edges.
using an outlined net that I made in photoshop, we can multiply it by the original net of the shape and put it into emissive colour and the white outlines I made will glow in the dark.
If we make different parts of the mask white and the white parts will glow.
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UV Wrapping
In Maya, we can change the workspace to UV Editing so we can see a net of our object we have selected
we can then export the net as a JPG using the camera icon at the top to photoshop and edit it there.
Once we have finished editing the net we can export it from photoshop.
We can then assign a new material to the cube then set the image we just created as the material for the cube.
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Greyboxing
greyboxing is used for planning out maps early in development. A greyboxed map is usually used for a large amount of time before the proper textures and models are added to the map.
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Door
I have made the cube for the a child of scene component called hinge so it doesnt rotate in the centre and rotates around a point instead
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