Friday, 29 September 2017

Chair measurements.

Measurements of a normal dinning room chair.
I used this image as a reference for measurements for the chair. It is the same image used for referencing the table so the chair should be at the correct measurements to be put with the table

I first made each individual piece of the chair as well as a person block to compare size too.

The chair was 100% made out of cuboids to begin with when I hadn't applied chamfer or beveled it then, but the only thing that was applied to was the top of the back chair legs and the cushion section of the chair.


Table measurements

Measurements of a normal a normal dinning room table is 91 cm x 180 cm x 78 cm ( length x width x height), and a chair has the measurements of 44 cm x 44 cm x 105 cm ( length x width x height).

I used this image as a reference for measurements for the table.

I once again but a basic box in with the measurements of an average human so I could adjust it to be the correct height if the measurements seemed to big compared to the human. When making the table I started with the table top so I knew what the width would be compared to a person, I then copied that and shrank it and put it as the underside of the table so there was some different levels and didn't look to boring, I then beveled it so they weren't just boring cuboids, and finally I adjusted the height of both cuboids so it wasn't to thick. I then went onto the legs which was a cuboid which i made the height of 68 cm and then split it in half to 34 cm, I then copied it and shrank it in width and and length so it was a bit smaller then the original, I then placed it under the first section so the leg had also got a bit of a different design the just a 68 cm cuboid, I then also mad a small cylinder which I put as the foot of the table, Finally I used chamfer and beveled it so it had the same effect as the table top.
angled view of top 

Table leg

side view compared to human box.

Underside

Crate measurements

At the beginning of the session all the unreal people got together again and looked at different settings in 3DS Max and Unreal. I learnt that if you go to customize- Unit setup and then select everything to be measured in centimeters which makes everything the realistic size when sent over to unreal. I also found out the average height of a human is 160 cm so if I put a box with a height of 160 cm, and  a width of of 50 cm I can measure most objects to the box so I can have a more accurate Idea of what the object looks like next to a person if it was in a game.

Now knowing this I have adjusted previously made assets to be measured in this unit.

In class I decided to make the crate that will hold the records in it. I went and researched the measurements for a fruit crate and a vinyl a vinyl cover so I would know if it would fit into the crate

The width of a vinyl cover is  about 31.43 cm. The size of a crate is 50 cm x 40 cm x 30 cm. (Length, Width, Height).

The thickness of one plank of wood is also 1 inch so 2.54 in centimeters so each plank of wood used in the crate will be this thick (except the corner joints).  Each plank will have the individual height of around 10 cm maybe a bit less so there will be spaces between the planks.






Wednesday, 27 September 2017

Frame

In today's lesson I modeled a picture frame in 3DS Max to make the shapes I used for the frame I got a Cylinder and a Cube which I adjusted so I only got the edge of the cylinder so it was curved and thin, and then used boolean which then cut it to what I wanted. I also had to make it so the edges where cut off from the top and bottom so it was slanted which I did the same thing as before resulting in this shape.

I then copied this shape four times so I had each side of the frame. I then adjusted them all so they fit together to create a square frame.

I got the design from a frame I found online but I made the faces a bit rounder on my one. I used the image for reference as well as a sketch I did.





sketches

In today's class I did some more sketches, I did another concept sketch for the oil lamp.

Reference image


drawing




I also did a very simple sketch of a frame for a picture on a wall. The frame might be like a shiny wood color instead of the gold color shown on the reference image but I'm not sure yet.

drawing



Thursday, 21 September 2017

Game Mechanic's Discussion

In the lesson today we all sat together and discussed what mechanics we wanted to have in our games.

We want our character to be able to walk; as they are in the cabin, they will only be able to walk for the time being. We may expand on this later. We also want to be able to make our character crouch; this will enable them to be able to see into low cupboards or underneath furniture.

We want to be able to look out of the window; to see the weather conditions outside. This is because the player can’t leave the cabin for the duration of the demo, so we feel like they will understand why they are confined to the one room.

We want to be able to interact with different objects around the cabin. Some objects that we will consider interaction with are:

  • Opening cupboards; to find food or secrets.
  • Picking up the oil lamp; to increase light in a more direct area.
  • Adjusting the light from the oil lamp; to be able to see more or less of the room.
  • Interacting with the gramophone; to change the BGM tracks.
  • Sit on the bed/fruit crate; for when a change in perspective is required.
  • Open the blinds at the window; to enable the player to look out of the window.
  • Picture on the wall; to allow the player to inspect different parts of it.

Interact with the gramophone to be able to change the music tracks that play as the BGM. Selecting the pile of records nearby will bring up a list of different records that can be played; upon choosing, the track will play.

Pop-up messages that appear on places that are inaccessible to the player.

Particle effect for the snow.

To be able to access the mini-game, Dragons & Ladders.
  • For the mini-game, we want to make it so that it pops up on the screen for the player to be able to play through it. The player will be able to leave the mini-game, and when the player goes back to it, it will continue where it left off.

The cabin stove will be able to be used to heat up things such as water or tinned food.

Concept sketches 2

In today's lesson I did some more sketches One sketch I did was the dragons and ladders game.

I also did a simple sketch of an oil lamp which I did label so I knew what everything was.
Oil lamps



Reference image to drawing.





Mitchel's sketches 
Gramophone

Wood cabin