Daily Archives: June 5, 2017
#6 – Making various graphical assets
This might have been the most fun part with developing our game. Even if everything mentioned before also has been fun to do, they had a higher risk of not being able to be finished than the upcoming graphical assets have. They are very easy to do, and when they all get done very quickly I get this feeling that I have been very efficient at work. Since most of these assets will not be seen up close I also […]
#6 – Making various graphical assets
This might have been the most fun part with developing our game. Even if everything mentioned before also has been fun to do, they had a higher risk of not being able to be finished than the upcoming graphical assets have. They are very easy to do, and when they all get done very quickly I get this feeling that I have been very efficient at work. Since most of these assets will not be seen up close I also […]
#5 – Animating the character
Animating a character takes a lot of time while the number of graphic artists in the group is short and the amount of time we have is short as well. But we were actually able to make it in time while also being able to tweak the (amount of) animations as much as we wanted with the help of a site called Mixamo.com. Mixamo both rigs our character and has a wide range of different animations that we are allowed […]
#5 – Animating the character
Animating a character takes a lot of time while the number of graphic artists in the group is short and the amount of time we have is short as well. But we were actually able to make it in time while also being able to tweak the (amount of) animations as much as we wanted with the help of a site called Mixamo.com. Mixamo both rigs our character and has a wide range of different animations that we are allowed […]
#4 – UV-Mapping
UV-mapping means that the surface of the 3d model will be unfolded in a picture so that our material and textures can be applied to the 3d model. But there’s a difference in UV-mapping in a lousy way, in an acceptable way and in a fantastic way. Depending on how well the UV-mapping is done the textures will look less distorted on the 3d model and the textures won’t be too much for our game to process. Not that any […]
#4 – UV-Mapping
UV-mapping means that the surface of the 3d model will be unfolded in a picture so that our material and textures can be applied to the 3d model. But there’s a difference in UV-mapping in a lousy way, in an acceptable way and in a fantastic way. Depending on how well the UV-mapping is done the textures will look less distorted on the 3d model and the textures won’t be too much for our game to process. Not that any […]
Sound of Life Blog #6
Hello again, and welcome to my last blog post for this project
Today I want to talk about a texture material that I created in Substance Designer 6, mainly because I ran out things to talk about . It is a simple painted concrete texture, that is going to be used for indoor walls. If you want more information about Substance Designer 6, please feel free to read my first blog post about substance designer, where I briefly describe the software […]
Sound of Life Blog #6
Hello again, and welcome to my last blog post for this project
Today I want to talk about a texture material that I created in Substance Designer 6, mainly because I ran out things to talk about . It is a simple painted concrete texture, that is going to be used for indoor walls. If you want more information about Substance Designer 6, please feel free to read my first blog post about substance designer, where I briefly describe the software […]
Sound of Life Blog #5
Hello again!
Today I want to talk about Color Grading and how we utilized color correction in order add a tone/mood to our scene. What you do is that you are taking the final rendered image and manipulate the color spectrum that the scene is rendered through, in a way that fits the mood of the scene.
In order to do this process, you need something called a color look-up table(LUT). You can find this LUT in Unreal documentation site under Post Process […]
Sound of Life Blog #5
Hello again!
Today I want to talk about Color Grading and how we utilized color correction in order add a tone/mood to our scene. What you do is that you are taking the final rendered image and manipulate the color spectrum that the scene is rendered through, in a way that fits the mood of the scene.
In order to do this process, you need something called a color look-up table(LUT). You can find this LUT in Unreal documentation site under Post Process […]
#3 – Creating the avatar
Our group has decided that the game is going to be viewed from above when the pirates are fighting around on the ships. We originally planned that the pirates would have different kinds of looks on them, making them look different from each other. But if the game will be viewed from above that would mean that we will be limited to just making different looking hats and coloring the avatars. Even trying to make them to look like human […]
#3 – Creating the avatar
Our group has decided that the game is going to be viewed from above when the pirates are fighting around on the ships. We originally planned that the pirates would have different kinds of looks on them, making them look different from each other. But if the game will be viewed from above that would mean that we will be limited to just making different looking hats and coloring the avatars. Even trying to make them to look like human […]
Sound of Life Blog #4
Hello again and welcome back !
Today I want to talk about a method we used to apply textures to our modular buildings and the stuff that you need to avoid, so that you guys won’t make the same mistake as we did . As I’ve said earlier in my previous blog post, we are using Substance Designer 6 in order to create seamless and procedural textures that are applied to our modular walls. These textures are applied to […]
Sound of Life Blog #4
Hello again and welcome back !
Today I want to talk about a method we used to apply textures to our modular buildings and the stuff that you need to avoid, so that you guys won’t make the same mistake as we did . As I’ve said earlier in my previous blog post, we are using Substance Designer 6 in order to create seamless and procedural textures that are applied to our modular walls. These textures are applied to […]
#2 – 3D Modeling the pirate ship
Now it’s time to start making the final design for the pirate ship. To do that I have gathered a stack of reference material that I can use to design the model to look like a proper ship. The white boxing model will now get a makeover. It will have pretty much the same shape and size where the interaction will take place but the pirate ship aesthetics will also been added. Now the overall shape of the ship resembles […]
#2 – 3D Modeling the pirate ship
Now it’s time to start making the final design for the pirate ship. To do that I have gathered a stack of reference material that I can use to design the model to look like a proper ship. The white boxing model will now get a makeover. It will have pretty much the same shape and size where the interaction will take place but the pirate ship aesthetics will also been added. Now the overall shape of the ship resembles […]
#1 – White Boxing
Hello, my name is Martin Månsson and I’m the lead artist in the game developer group “Lag Anda”. We have during six weeks been developing a 1 v 1 fighting game called Wreck Deck, where the players are supposed to control both their own pirate ship and their own pirate crew while fighting and killing the other player’s ship and crew in order to win. Since I’m the only graphic artist in the group means that I have been in […]
#1 – White Boxing
Hello, my name is Martin Månsson and I’m the lead artist in the game developer group “Lag Anda”. We have during six weeks been developing a 1 v 1 fighting game called Wreck Deck, where the players are supposed to control both their own pirate ship and their own pirate crew while fighting and killing the other player’s ship and crew in order to win. Since I’m the only graphic artist in the group means that I have been in […]
Last week
During the last week I worked close with the programmer and helped him with all the last work he needed and all the support he needed. I also made several smaller changes to the environment and swapped out several of the graphical placeholders for the scripted prefabs we were going to use in the final release. One of the changes I made to the map was to remove and block of the mountain as the map became to big and […]
Last week
During the last week I worked close with the programmer and helped him with all the last work he needed and all the support he needed. I also made several smaller changes to the environment and swapped out several of the graphical placeholders for the scripted prefabs we were going to use in the final release. One of the changes I made to the map was to remove and block of the mountain as the map became to big and […]
BGP – 3
It has been extremely busy couple of weeks so my blog updating hasn’t been the number one on my priority list. Last time, I explained about our characters for the game. This time, I want to write more about it!
Okay, the progress of creating characters for our game got very much easier when I found out that MakeHuman has website called MakeHumanCommunity where people share clothes that they have created for MakeHuman and they are easily downloaded into the program. […]
BGP – 3
It has been extremely busy couple of weeks so my blog updating hasn’t been the number one on my priority list. Last time, I explained about our characters for the game. This time, I want to write more about it!
Okay, the progress of creating characters for our game got very much easier when I found out that MakeHuman has website called MakeHumanCommunity where people share clothes that they have created for MakeHuman and they are easily downloaded into the program. […]
Week 8- winnig , menu and losing screen
This week i was working on the winning , Menu and Loosing screen of the game.
I made a Winning screen which triggers as soon the one of the layers won the game.
If player one would win then the winning screen for player one would be visible on the screen. Same for player two. The player can chose inside of the winning screen if they want to retry the game or if they want to exit the game.
I used the same […]
Week 8- winnig , menu and losing screen
This week i was working on the winning , Menu and Loosing screen of the game.
I made a Winning screen which triggers as soon the one of the layers won the game.
If player one would win then the winning screen for player one would be visible on the screen. Same for player two. The player can chose inside of the winning screen if they want to retry the game or if they want to exit the game.
I used the same […]