Tuesday, November 24, 2015

What must be done


My goals for the remaining three weeks
  • Focus on making more 2D cutouts of Interior assets: portraits, couches, cabinets, cinderella ballroom, tables, axe, water well, bed, Popup main characters(in 2D now not 3D, Hatter, March Hare, Queen of Hearts, Wolf ver 1 and ver grandma), pickup stuff for Cinderella dance(yarn, pumpkin
    • Export: closet, podium, sign, waterwheel, fix tree 2 and 1
  • Surfacing: Creating a forest texture for the forest maze, maybe use the particle type of paper like the one below(and then making it green and rough) and redesigning the maze in Alice to make it easier to navigate


  • Being able to get from one level to the next
  • Sticker star: pickup info on facts about the fairy tale the player is in. Being able to collect items and a small instruction screen on how to navigate and what the goal is for the player at the beginning of the game 
  • EDIT::
  • Sticker stars have been changed to storyline text box that will be on the book itself, I just need to make sure that the text is big and readable to read from a first person perspective. Begin drafting pieces of paper snippets
  • Then putting them into the level itself
  • Ideally make small cutscenes like at the begining of the cinderella level where the camera zooms from her window to the castle, but make sure everything like (assests) looks okay before then
I hope to be done with most of the 2D stuff by the middle of week 14 and importing them all into the game and then surfacing. Over the break I will post some facts I want to put in my game. I am thinking of putting about 5-7 stars in each level but we'll see how things go.

Sunday, November 22, 2015

Screenshots!

I am making a lot of progress on my levels. The texture has really made my level grow and things are starting to come together at last! Here is a batch full of screenshots~




Wednesday, November 18, 2015

Documentation


 Before you put your file in the generator, you want to make sure your images are of high quality. Make sure it's at a .tga file with 32 resolution. For the trace generator to work, click on the open floating file chooser and select the 2D image you want the program to trace. This will import your 2D image onto the program, but it still needs to be traced itself. So click on the arrow next to the tracer model and select the 2D image you put in from the Put Image file. You can select whether you want you pop up to have a fold or cut out type on and can adjust the paper thickness. When you are satisfied with what you have, select where what folder you would like to put your output file and the fileout name.fbx. Then just click Render FBX and  you have your FBX file!

In unreal, import your FBX file. Make sure you check import texture, then make your texture into a material. Then put the material you just created on your static mesh that you imported and Voila! 

Saturday, November 7, 2015

UPdate: Sorryz

I've been a bit sick lately so I haven't been feeling too good lately with all this sudden rain. My things are textured, I mean it just uses the alpha channels in the .tif files.  I just need to go export the file into the game engine and adjust them as needed to cover the whiteboxing. Hopefully I can make it on Sunday so I can post something in the board before the due date.

Monday, October 19, 2015

Checklist

To keep myself on track, just a small checklist, since most of it will be drawn and just traced from Houdini, I need to keep organized.

clock(on a separate layer I'll have the clock handles show it at different times




















RRH

-Trees(build through procedurals? reuse)



-grass

-Fence(wood, brown)reuse
-Wooden signs/reuse
-Bed(reuse)
-Closet(reuse)
-Watermill(wood)

-bridge(wood)
-wolf(stylized as a plush)


AIW
-Teacups

-potion

-doors(procedural build)
-huge plants/grass/shrooms







-flowers


Mad hatter
March Hare
playing cards

-courtroom podiums
-maze garden(grass/green)



Cinderella
-Streetlights

-Courtyard to castle(garden grass)
-kitchen stuff
-beads
-sash
-clock on castle
-Castle(flat)
-Interior of Castle(modeled)
-stairs(royal staircase Procedurally build)
-royal curtains

-Pumpkin

-sewing stuff to pick up(event)
-Dresss

-glass slipper


stickers(shaped as stars, works as pull tabs)

**UPddate 2.0 11/5/2015 CInderella stuff posted last night along wiht locks

Friday, October 16, 2015

Taxonomy Research


Rules which govern your asset
Variations to your asset
Parameters so far which you use to drive the asset, as well as inputs
A video of your asset so far

Ultimately most of my assets will primarily be cutouts of my 2D illustrations and created procedurally in Houdini. This tree generator will serve as a preliminary of what my walls and how my other materials will be created.

Tree Tracing Generator

-Reasonable size of trees, so not too small or big(unless it's the Alice level),

-4-5 different stylized trees, options to switch between folds on the bottom or a cutout of the silhouette.

-Usually children illustrations are very colorful and stylized

-"“For drawing, it’s the the stroke. A painting is a string of strokes.", so maybe have thick lineart for the system to able to carve out the cards, but most of the illustrations have a painterly or sketch feeling to them.

-Flat shaped in the 3D world,

http://howtobeachildrensbookillustrator.com/speak-the-language-childrens-book-illustrator-e-b-lewis-shares-his-emotional-work-and-words/

Image Reference Variations




Minimal Representation? -Not required as much in this case

-flat card(square) shapes to get the base shape

-I guess when the system is picking out the geometry, it would be just lines or curves the draw the branches. I'm guessing I have to make attributes on them or something to detch how to carve out the trees?

Two Parameter:

-Height variation

-Folds or Cutout

The generator could probably with used with other carve outs of my 2D illustartion, so I plan to make the walls and other things that could potentially be procedurally created.(walls, cards, chandelier(cinderella), clocks, and other plants




Thursday, October 8, 2015

Modeling modeling

I started working on the Mad Hatter in Maya, and the Rabbit as well. Still working on digitial assets to create a carve system out of handdrawings so that it'll be easier to create procedurals. It's a long list to go.

Notes: other things to do in Maya, Wolf, Dormmouse, Cheshire Cat(Just his head tho(