donderdag 28 maart 2013

new substance - lp player

I'm going to write a little piece about a new asset I made yesterday. This is the first piece I made totally using Substance designer. We made some other assets using Substance as well  though these also used some Photoshop textures as basis. This asset was the first done using only Substance. 

Anyway, here is the total graph and the outputs it produces: 

Also, the color of the emissive map is interactive and thus can be changed on run-time (it also adapts the diffuse map accordingly) 

maandag 25 maart 2013

Weekly update 2

Last week hasn't been very interesting, so i'll be posting a really short post this time. Hopefully next week will be a bit more interesting.
This week I spent almost all my time working on gathering resources for my supportive narrative. I found out there are almost 0 books written on the subject. I did manage to find one book on a semi related subject though it's quite old already. So my sources will probably be mostly internet related.

maandag 18 maart 2013

Weekly update

So this week was not as productive as I had hoped it would be. I spend this week working mostly on the hand animation. Next to that I worked a bit on a small prop on which I would like to test some texture mechanisms.

The hands.

Working on the hands this week was horrible. Somehow everything inside Maya broke and I just didn't know how I could get it to work properly again. This cost me so much time in the end. Eventually I just made a small animation for testing purposes. Even though there are still some troubles with the rig I at least can produce some animation clips now. This week we hope to be able to merge the animations inside our initial Mechanim animation blend tree. Once this works we have proven we can work with all the functionality we want to incorporate inside our final game.



The disco-jellyfish.

Halfway through the week a came across a fun BBC video on Youtube showing some strange deep-sea creatures. There was this Disco jellyfish and I decided at once to go and try to recreate its strange bioluminescence effect inside Substance Designer. It's not yet finished though I'm quitte keen on getting this to work shortly because the effects will be re-usable for other parts of the game.



 Hopefully this week will be a bit more productive. I aim to get some work done on my proposal.

vrijdag 8 maart 2013

Startup on the project


Hello world and welcome to my graduation blog. Here I will show you my weekly progress for the coming months. In this first post I will give an overview of what I have done the first couple of weeks of the projects.

But first a small introduction to the project. Together with two other students, Martijn Postma and Peter Klijn I will create a co-operative submarine simulator called ‘Submersion: The Adventures of the Pike!’. An adventure in which the players must work together to plug the leaking holes, wrestle numerous octopi, avoid giant rock formation and narrowly escape a host of different and exciting dangers! The end resulted is expected to be a playable product and a master thesis.

My role in this project will be that of lead 3D artist. I will focus mostly on the pipeline and try to work with some, to me, new technologies like the Mechanim animation system for Unity and Substances for interactive textures.

So what have we done until now?
Martijn managed to implement a first working prototype in the first week or so. It is still all just mock-up, but the main gameplay is already working, although still very rough.

I worked mainly on the 3D mock-ups of the ship and character.



Next to that I made some tests in Substance designer so we can see how it works exactly in unity and how the performance is (which to our shock was exceptionally well)


And finally in the past week I’ve been working on a mock-up for our character, and getting Mechanim to work inside our game. We have some starts on the animation though it still need loads of work. The principles do work though.

And that's it so far. Next week will be more focused on getting some order in my planning and supportive narrative. Also of course some more work on the mock-ups.