Saturday, 28 December 2019

Textures - Screenshot

This is a screenshot of some of the textures that have taken for this assignment, I plan on capturing a lot more and then I will organise them into relevant folders to be used in the texturing process for each room assets. 

Mood Board

This is my mood board for the subject specialist assignment, i took a bunch of photos because it was
hard to capture the whole layout in one and have it be visible. My idea is to do with the design and
layout of a sci-fi and fantasy room, to help me i have looked at examples of how these ideas have
been made before. I made sure to use images from games, movies and some items that are real to
draw influence from when it comes to designing my rooms assets. 















Thursday, 19 December 2019

Research - Mass Effect rooms

*This next picture is focused on one of the bigger aspects of the room and it's not something you
would expect to see on a sci-fi ship. My first point is how it blends well into the rooms design, it's a
very bare and militaristic ship design but there is something about how the colours and the lighting
that makes it seem like it belongs there. The lighting is very good in my opinion because it lets you
clearly see what's happening side of the tank and it throws a fair amount of blue light back into the
room, but not enough to affect the atmosphere that they have already created in the back of the room next to the bed.


Having one side of the wall as the fish tank makes the room feel very compact and that there is a lot
to look at. The player can interact with the fish tank by walking up to the button on the side, this drops
food into the tank. The fish models then move towards the food and eat it, i really like this feature as it
gives the player something to interact with when they are not on a mission or are just looking for
something to do. The design for the fish models are cool, it's not super high detailed but it doesn't
have to be because you never get close enough for it to matter too much. Something like this can
inspire me to add some elements like this as a more personal feature rather than a basic room function.
I don't think ill add fish but i would like to try the challenge of getting it to look like water and then having
the finish move around in a correct manner. Having the bend in the metal panel that separates the fish
tank is a nice touch, that was probably done using the bend tool to create the shape. 


This is another picture of a room in Mass Effect 3, it's slightly different from what ive already talked
about because it's a much more social area of the ship. Because i have a living room and a kitchen in
the design of my sci fi apartment, i want to make sure that I capture some form of social element to the
room. The texture for the floor and walls is very similar to the captain's room so I won't repeat myself but
it works with the sci-fi theme and i can identify that this is one a ship because of the way the panel are
designed, a room in a building probably won't have odd panels on the floor. The first aspect of the room
that I want to discuss is the design of the chairs, I like how they have a few different designs and
layouts. We have the large L shaped sofas and bar chairs in the very back of the room, both are
modelled well and combined with the textures it actually looks like a leather sofa. I think it's the lighting
that makes the sofa shine the way it does, i'm not very good at texturing  but i will try my best to try and
replicate what I've seen here. I also like the white framing on the side of the sofa which acts as an
armrest in a way, it's the small details like his that can add a lot to the overall design of the sofa.


The tables are an interesting design, the smooth edges give it the clean sci-fi theme that I would like to
see in simple items like a table or a chair. The textures are decent and it fits with the room, probably the
best feature of the table is the centre column can light up. It's not something that I normally see in
modern table design, i don't think that it needs the lamp on the table because the in-built light is enough.
I might try and incorporate an in-built light into my design for some of my items because i think that's a
really cool idea. 


The next part of the room that I want to talk about is the bar area at the back of the room. The part that
stands out the most is the back-lit wall, it looks really cool and it highlights the whole room. Because
the light is so bright it makes the bottles look like silhouettes, this is an interesting feature because you
wouldn't have to model super well but instead make sure the shape is correct.  I feel like i can somehow
implement this into my sci-fi apartment because it's very sci-fi and would be able to blend with some of
the neon lights that will be present through the windows. It's also a very social point because our eyes
are drawn to that section of the room. The bar itself is very simple in its shape because you are just
meant to serve drinks from it, but the stand out point it the neon lights that run along the top and bottom of it.
Because the neon lights match the colour of the bar wall it really blends well. It's very sci-fi and i like it, can I
implement it into my design? Maybe but i don't want to go overboard with the lights and tech as this is meant
to be the apartment of someone who doesn't have a load of money. 


If we look at the amount of assets in this room we can see that it doesn't take a huge amount of models
to make the room look interesting and full. It's mainly made of simple models that are elevated with
common sci-fi features, this is something I can take away from the overall room design and implement it
into my design. To improve upon the overall design in this room I might add some smaller assets to be
placed on the tables, like drinks or maybe a couple of data pads to make it look like the room has been
used by other people. 


Wednesday, 11 December 2019

Research - Mass Effect Captains room

Mass Effect 3 Captain's room

http://www.gameguides.cc/Article/pcgame/allpc/201512/33512.html -  8/12/19 - Mass Effect 3
Captains Cabin Menu




https://masseffect.fandom.com/it/wiki/Normandy_SR-2 - 8/12/19 - Second room Screenshot from
Mass Effect 3 




Whilst Borderlands 3 was a good source of ideas on how to create a theme for my rooms using lights
and texturing, I want to look at how other games have specifically designed a living space for the in
game characters. 


In the game Mass Effect 3 you play as Commander Shepard, you are in charge of a ship called the
Normandy. There are many vital rooms on board of the ship that you can visit, the one I want to talk
about first is the Captain's Cabin. This is the room that the Captain will spend there down time in and
you as a player can use it to access some of the games features. 


This image shows the level layout of the room, you can view this in game when you access the ships
map. I like how they have managed to really capture the look of the room and all the objects in it from
above, this helps you easily identify where everything is. The numbers are also helpful as they point
to the parts of the room that the player will need to access to change something on there characters
or interact with something vital. It also shows where you are currently standing in the room which is
useful for bigger rooms, not so much this one. 


This is a screenshot of one side of the Captains room, i will talk about the other views later on. We get
a good view of the wall and floor texture and design for this view, it's the classic greys and dark blues
commonly found in sci-fi games and movies. Because this is also a military ship it makes sense for it
to avoid using a more personal colour scheme and instead opt for a standard look. The floor design is
different to what I had expected because it looks like it's made up of different coloured panels. I don’t
really know why but if i had to guess it's because they wanted to separate the desks and table from the
rest of the room. I say this because we can see that the tables and chairs are all placed on one floor
surface in this picture. 


The chair models are very simple but they fit the overall look of the room, they are not super high tech
but that's not really necessary for a basic chair oj a room. Next the desk okay, i like how it sticks out
from the wall, it almost looks like you would be able to fold it down if you wanted to make room for
other items to be placed there. On the desk it looks like there's a lamp and some small objects like
data pads and other utensils. It's the small items like this that I have to remember to include in my
final room design because it makes the room feel used and it makes the desk feel like it has a purpose. 


The lighting in this part of the room is nice as it highlights what you need to see, for example the stairs
have been highlighted because if you lived in this room you would want to be able to see the stairs if
it's dark. The chairs in the corner are also highlighted because that's a place people can sit down and
talk. The lighting i also very subtle, it's not super bright which is different to what a lot of sci-fi games
use. 














This a second viewpoint of the captains room, we can now see some of the other features of the room.
We have another desk that is not actually in the bedroom, I like to think that this is for work work related
stuff and the desk in the bedroom is for personal stuff. In game it's not the case as you can access all of
your characters emails on this desk but that what i would use it for anyway. During the game you can
collect different shop models from shops, each time you find one it is placed in a glass cabinet above
your desk. This is a cool game feature and outside of gameplay it looks really cool to have in a room. I
might look at having a feature like this in my sci-fi room design because it can add some detail and
personality to the whole room. 


In the back we can see the bed layout, it's a basic double bed with some bedside desks that have
simple models like lamps and datapads. There is nothing fancy with the textures or design of the bed,
it's something that I can use as a guide when I design the bed for my sci-fi room. I like how they
managed to make the room look clean but still have things like cables and bare metal floor boards
because it's a military ship and it needs to be able to function before any fancy designs are added. 

Thursday, 28 November 2019

Research

Moxxi’s Bar


Moxxi’s Bar is a place that the player can go to gamble money and Eridum on the slot machines in the
hopes of earning loot or more money. It's a location that was in the second Borderlands game so they
carried it over into Borderlands 3. 


This bar matches the look of the character that runs it, very pink and purple. This room has the most
NPC in it but you can't really interact with them as they don't have names and don't give you any
quests. They do say stuff when you enter or walk past them,this helps add to the environment as this
is supposed to give the feeling of a bar so there would be a bunch of people having fun there. 


The slot machines are the biggest attraction in this bar as they give the players a chance to test their
luck and potentially gain big reward. There are two different types of slot machines in this game, are
purple and you will need eridium to use and the other two will be gold and it will only take your credits.

 


*The slot machines also have quite a few animations for the same thing. The first is the moving
handle when you purchase a spin on the machines, it's really simple but it adds a lot to the experience
and it also comes with it's own sound effect that leads into the next animation. This next animation is
the sinning pictures inside of the slot machine, it will randomly show some symbols before it stops and
gives you a reward depending on what you got. It's another relatively simple design which makes the
whole experience much better, after testing it it looks like you get  good reward 80% of the time but
when you don't the machine gives you an active bomb which is pretty fun. The model for the slot
machines looks really well made, the best parts are the not used additional features like the toys at
the top of the machine. The textures and lighting is also great and you can clearly see all of the details
on the model and the lighting helps it to stand out in a room full of crazy lights and objects.


Apart from the slot machines and interacting with people like Moxxie there isn't much else to do in the
room which is okay as it's only a small part of the sanctuary ship. The rest of the room is full of models
of bar stools and tables. I was playing as the siren so i found a tape recorder on one of the tables in
the back which would play some character information for me to listen to. Something like this is cool
to have when designing a room as it doesn't take much to model or implement but is a nice feature to
look for in a room.


In terms of a common colour pallet for the room texture i would have to say that they went with
purple/red for the main theme with black and white a side colours used to highlight the edges of walls
and the models of tables and boxes. This matches the character that the bar is named after so that's
a cool theme they thought about.























Marcus Munitions


Marcus Munitions is one of the more important places on the ship, here you can purchase ammo,
guns and upgrades for you weapon and backpack storage. You can also test out your weapons on
the target range to see who effective they are against different enemies and at different ranges. 


The colour scheme for both the shop and the target range is a silver/steel and an army green. This
helps the player identity that this room is to do with weapons and ammo. When the player goes to
purchase a weapon and backpack upgrade a small box will rise out of the slots in the counter, this is a
small feature as each upgrade pack looks the same but it looks cool so i guess that counts. The
space around the counter is very open and there isn't much to do but you can go down to the gun
range to test out your weapons. 


# There isn't really much else to discuss about the room because it serves a very specific purpose,
you are either there to buy an ammo upgrade or you want to test your weapon on the range. If i had to
change anything about this room I might add some weapons on the walls and maybe some NPC that
are testing their weapons or are just looking around like in the bar. This would make this place feel
like it's used more, which is should as everyone needs a gun in the game universe. 

Model Progress - Sci-fi Data Pad

Model Progress - Sci-fi Data Pad

This is the untextured data pads that i will be using in my Sci-Fi room, there are three different
designs shown below. I wanted to keep this model very simple because i am going to have quite a
few high poly assets in this room and I don't want to go overboard on the smaller models.  


The design is very simple, just one screen at the top as it's designed to be carried and used with
ease. For some of the additional components like buttons or charging ports, i will add these during the
texturing stage as they will be small details that don't need to be on the model. 


The way I created these data pas is by using a box and making it very thin, i then used the boolean
tool to create the hole for the screen to go when i texture the model. I went with three different
designs because I don't want to have the exact same model  spread throughout the room. I can also
texture these data pas in a different way, maybe some come from different companies so hey will
make use of a different colour scheme. 



Model Progress - Simple Wooden Box

Model Progress - Simple Wooden Box 


This is a simple wooden box that i will be using in my fantasy room, the basic shape and function of
the box is complete all i need to add it a lock on the front. I made the box using boolean to create the
gap for objects to be placed into it. For the hinges at the back i used a simple cylinder shape, I think it
will look decent once it has been unwrapped and textured. 


The great thing about this box design is that it's very simple so i can add lots of detail to the model
later on for different box designs. The reason i added a gap in the box is because i want it to open
during the video tour of the room, I will then create some objects that can go inside of the box for
people to look at. 




























Thursday, 7 November 2019

Concept Art - Level Maps

Links: 




- 08/10/19 




https://www.uxbooth.com/articles/learning-from-fable-iiis-ux-mistakes/ - 08/10/19 - Learning from Fable
3 mistakes


https://www.pinterest.ie/explore/cyberpunk-city/ - 09/10/19 - Cyberpunk City Art


https://harjm.artstation.com/projects/EvV4q - 09/10/19 - Example of a 3D room environment


https://www.pinterest.co.uk/pin/55309901643990250/?nic=1 - 14/10/2019 - Fantasy room concept art


  https://borderlands.com/en-US/news/2019-09-04-borderlands-3-sanctuary-iii/ - 2910/2019 - Sanctuary
rooms and information about them




 https://www.youtube.com/watch?v=BJc4rnu5m7I - 29/10/19 - Borderlands 3 game play  

https://www.youtube.com/watch?v=e4QDhQ2JgHU - 29/10/19 - More Borderlands 3 gameplay
Borderlands 3 Sanctuary Level


Borderlands 3 is a sci-fi game that i have been playing recently, the game contains loads of unique
and well designed locations for the characters to visit. My favorite so far has to be the rooms in the
Sanctuary ship. This is a location that the player can visit to buy new weapons, talk to story characters
and interact with some of the elements in the rooms.


The rooms that I want to talk about are the control room, character room, Mad Moxxi bar and the
weapon range room. That sounds like a lot but each room has different elements and purposes to
them, they also look different. 


The Bridge 


The first room is the Command room or the ‘Bridge’, This is where the player can fast travel to
different world since they have been unlocked. A lot of big story moments usually involve this room so
it's not something the player will see once and forget to go here. This room has a gold/yellow them to
it, i don't know why but it helps it stand out from the rest of the rooms on the ship. It's not a very large
room but it has enough room for the player to move and jump around, which is something you as a
player will find yourself doing without even realizing. 


The most important aspect of this room is the computer terminal in the center of the room, it's
modeled well and it stands out with its orange colour scheme, but still sits with the look of the room. If
the player moves towards the terminal the current planet that you are on will be displayed. The
camera will also change to allow the player to change the location. I think that it's been modeled very
well and it has small details on it that make it actually look like it would function. 


Another cool feature in this room is the windows at the front of the room, this shows the view of space
above the world you are at. It also has a cool hyperspace effect when you are moving to another
location, it would have been simple to have no windows on the ship but it's much cooler to see the
travel of the ship. There are stairs that lead up to the front of the ship and another set of terminals but
these don't have a purpose as far as i am aware. You can also go underneath the stairs but it doesn't
lead anywhere important, are the steps necessary to the game play and story, no but they do improve
the look of the room overall so  i would not take them out if i had to redesign this room. It's not easy to
notice but there are hazard stripes on the walls and panels near the window, this is a cool feature as
it shows the windows could be dangerous, which we see why in the campaign when claptrap is
sucked into a breach. 


The reason that I like the Borderlands location designs is the small details that are scattered around
the room to make it look like it has been used by people and it adds character to the location. An
example of this is the damage and dirt on the floor and walls, this makes it feel like it's a run down
ship that people live on all the time. The lighting in the room is very bright but that's what the game
likes to do, this room uses green and yellow lights. I like how they are hung up like Christmas lights,
it adds to the comedic factor of the game. 


In terms of what sounds there are in this room, it's really just the sounds of you walking on different
metal surfaces and the sound of the computer terminals in the background. When you plot a new
course you will hear some more sounds but that's not ambient. There is also a light music score that
plays whenever you are on the ship, this does help the gameplay and I think they did a good job with it.  







Character Room


The character room is a personal room on the ship dedicated to the player, in this room, the player
can store items in the vault, customize weapons and place trophies obtained during the campaign on
the walls. 


I really like the design of this room, the purple looks great and the use of light purple lights helps to
build a relaxed environment. When I played the game i thought that the purple design was because i
was playing my character but i found out that it's the same design no matter what character you play
as. One thing that does change in each of the rooms is an item that will be opposite from the bed, an
example of this is Amara as if you play as her you will see a punching bag in the room. 


The first thing I will talk about is the lighting in the room, it's not harsh to the eyes and the candles
next to the window helps to build the atmosphere of the room. The room is full of objects and items
that don't serve a purpose but they are nessessary to the room, such as the bed, draws and tables.
The design on the floor is really cool, I like how the circle carpets and bed covers match with the
pattern of the room. 



28/11/19 If I could change one thing about the room it would be adding the option to change the main lighting colour to whatever we want, the current colour is great but i think that you make it look even better with the option of multiple other colours to pick from.

The shape of the room is a basic rectangle, nothing super fancy but it doesn't need a complicated
design because the room doesn't serve a huge purpose and is very dense with items. The vault in
the corner of the room is well modeled and the green lights on it helps it to stand out from the purple
of the room. The green lights are also used in the game to show an item that can be opened by the
player.