Style Sheet - · PDF fileStyle Sheet Style Characteristics ... fallout, limbo,...

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Style Sheet Style Characteristics Follows quite a simplistic style with it being a lost desert. Buildings/ struc- tures have no electricity and are basically deserted. Envirnonment breakdown Desert, harsh, hot, cold, large, hostile Theme Characteristics Set in a desert somewhere lost in an alternate earth with similar characteris- tics. Sand is apparent and rock/sand like structures exist. How will you make it Your Own? make the desert look unique and add certain features that a standard desert would not have Referances and Influences rage (game), fallout, limbo, inside(develop- ers of limbo), battlefield 1,

Transcript of Style Sheet - · PDF fileStyle Sheet Style Characteristics ... fallout, limbo,...

Style SheetStyle Characteristics

Follows quite a simplistic style with it being a lost desert. Buildings/ struc-tures have no electricity and are basically deserted.

Envirnonment breakdownDesert, harsh, hot, cold, large, hostile

Theme Characteristics

Set in a desert somewhere lost in an alternate earth with similar characteris-tics. Sand is apparent and rock/sand like structures

exist.

How will you make it Your Own?make the desert look unique and add certain features that a standard desert would not have

Referances and Influencesrage (game), fallout, limbo, inside(develop-ers of limbo), battlefield 1,

Overview

To begin with my final map will be constructed in a desert style world set somewhere in an alternate earth (dimension). The world will possess many different styles of structures where you can harvest for goods, weapons and other items to help you survive in this perpetual darkness filled desert. The weather there would be basic and similar to earth, but with a little more intesnity... heat can reach quite high to make the character exhausted, thunderstorms and sandstorms are apparent and can often get too violent in which the character would have to seek shelter somewhere. There would be small traces of food and water except the food on this planet isnt like anything you have ever seen, very alien like. Water can be found scattered around the map so you have to search for it if you want to refill. Of course this world would have a lot of hostile creatures and areas, some of the creatures there are for food purposes... but whos to say you dont serve the same purpose to some other creatures. So you have to look out for creatures that aim to do you harm and decide whether they can help you or kill you. There will be small shelters and structures you can find to hide from any threats and could even be as lucky as to find something to help you on your survival. Mood Boards

Desert World Mood Board MoodBoard Darkness

UnderWater world

Multiple Gaming Hud’s

The gaming franchise known as FIFA has a very simple yuet effective interface. It contains a bar at the top left of the screen to indicate how long the match has been played for so the player is aware of how long he/she has left. it also includes an indication of what the score is between both teams in a simple 0-0 style. it is also very small so the game itself does not become too overcrowqded and the player can see what is going on. Secondly, if you press the right stick in on the latest FIFA games then you get a little help tool to show you the basics of the game. Also a little mini map is displayed at the bottom giving you the ability of seeing the whole pitch and the whereabouts of each player.

Battlefield 4Firstly, at the bottom right you see that there is a little indication at how much ammo you have left in your current weapon. The box that this is located in also contains your health. Top right indicates who has died and is colour coded to show squad enemy and friendly. At the bottom you see your selection section on the dpad where you can change to weapons and how many rounds your weapon fires at a time.

In the game Halo the HUD is fairly simple and doesnt con-tain much. Firstly there is a health bar at the top of the screen, when you get injuredf it becomes smaller. at the bottom left there is a small radar to detect enemies and friendlies. at the top right there is an ammo counter and a grenade indicator.

Step 2. I then converted my shape into an ed-itable poly so i could change all the features of the box. I selected point and moved each top corner inwards slighlty to how i wanted it. This gave it an alternate look.

After the first parts i selected ‘by polygon’ and extruded my shape upwards to add another layer. This made my shape taller and look more towards my final de-sign.

Step 1. At the beginning of my modelling in 3DS Max i placed a small box down from the object menu on the side and scaled it to the size i wanted. This then allowed me to raise the object to how high i would want it. This then became my base.

Step 4. I rotated the next extruded lay-er a little bit so that my structure isnt a perfect square working upwards and that it looked more like a sandy struc-ture. Step 5. As i worked upwards i extruded my

shapes each time to add more layers and shaped them to how I liked them. iI had to use edge and move each point inwards again.

Step 6. I added my 4th layer and shaped it inwards but following the style of the others.

Step 7. then rotated the 4th layer a little to give it a bit more shape.

Step 8. Adding another layer and turning like other stages to make sure it doesnt look square all the time and more like rock.

Step 9. I had a quick x ray to check i wasnt missing anything out and that my shape was a whole.

Step 10. Eventually started to come to a point as i brought my shapes inwards.

Step 11. I then extruded a few more layers so that i could mess around with to shape it more.

Step 12. Brought the top of my first pyramid to a point.

Step 13. I selected my poly and extruded to create a support stretching across.

Step 14. I extruded the bottom polys and shaped it quite complicated and more unique

Step 15. After i had shaped the bottom and added a few more complex shapes i edited the top support and gave it a unique look.

Step 15. I then added another pyra-mid and repeated the process until it looked farmiliar with the other one. i then connected the two to make one.

This was what my tiled brick texture had looked like before i began to generate different maps.

This is what i had developed after i gen-erated my bump map and altered a few settings.

This is the normal map that i had generated from my original brick texture. i did this by generating normal map.

This is the specular map i generated in photo-shop after i had finished all my other textures.

Texture development in Photoshop

1. Firstly i made sand hills in my basic flat texture to give it a more complex surface look.

2. I took it further and made my world hills look more like small mountains to make it look better.

I then added atree to the top of a mountain to look unusual (the one tree to rule them all)

4. I later added water from the standard assets and environment section and sized it to make a small pool in the mountain.

5. I added another terrain and added a huge moun-tain in the middle with an area that you can walk around

Mind Maps

6. later i added smaller more sharp hills that make it look out of this universe.

7. Added a small pool into the side of the big hill using the water from assets.

8. Added a few more pools around the new terrain.

9. Added a sphere from 3d objects and made it in the sky and large. I then textured it to look like a moon

10. Then i built my own structure from scratch and textured it.