Getting into Unity

Getting into Unity Overview

Unity, originally launched in 2005 as a game engine for creating interactive media, typically video games. Recently however, designers and artists are beginning to realize that game engines can be successfully used for non-game applications; architects can easily prototype ideas, artists can create interactive art installations, or researchers can use them for data visualization.

Using Unity create a dynamic environment that the user interacts with through a series of triggered events, both visual and aural.


Work Mode

Individual


Software

Unity – https://unity3d.com


Reference material

http://www.pinaryoldas.info/WORK
http://onformative.com/work/collide
http://www.creativeapplications.net/tag/unity3d/
http://www.creativeapplications.net/unity-3d/blockhood-vertical-city-simulator-with-focus-on-ecology-decay-and-coexistence/
http://www.pinaryoldas.info/WORK/Archipelago-2015


Deliverables

Create a build and run it outside of the editor as a standalone for Mac or PC.


Learning Outcomes

  • Appraise aesthetic components and navigation structures in interactive screen-based imagery and installations.
  • Apply the core influences, theories and principles of good practice in the creation of
    screen-based digital content for different platforms.
  • Demonstrate knowledge of key development production stages.
  • Generate, visualise and pitch a creative concept to an audience of peers and staff.

Assessment Criteria

You will be assessed on your ability to:

  • Create an engaging, meaningful response to the brief.
  • Select and utilise appropriate sources of reference and media in the creation of your research and presentation material.
  • Select and utilise appropriate materials, techniques, and methods in the realisation of your work (process), ie excellent craft and technical execution.

Monday 5th February 2018

Unity & Maya Workshop

What we’ll look at:

  • Triggers – dynamic objects
  • Atmosphere
  • Making a terrain
  • Not a game with levels
  • Using ‘WASD’ keys
  • First person / third person
  • Understanding the workflow

.fbx file that is translated into Unity

Mudbox for using highly detailed textures or for generating surface detail / pattern / texture

UV editor shows map of a shape when you’re applying a texture

Texture baking

Beginning

You can generate animation in either Unity or Maya

Texture mapping

UV Editor:

This example it for a cube and it shows a net that you can apply a texture too

Blank UV Editor

Unity used to generate your scenes

Lighting, objects and textures

Drag and drop the .fbx files into the window at the bottom on Unity. Then drag it from there to the ‘scene’ window.

Everything goes into ‘assets’ folder in the Maya folders including your sounds, textures etc and that’s how the hierarchy is formed

Get use to importing files from Maya into Unity for tomorrow


Tuesday 5th February 2018

Continued Tutorial

Maya:

ALT + Click + Drag -> Move around
4 -> Wireframe
5 -> Shaders (?)
6 -> Texture
UV Editor -> Polygons -> UV Snapshot -> Export for doing photoshop textures and can then import new image later
UV Editor -> Convert to File Texture

Unity:

Normal map generator
Prefab is an important game creating tool because you create 1 master and then prefab/duplicate it
When in move -> v + Click Corner + Drag -> Vector snap
Game Mode -> Control + P -> Play
For a trigger -> Collider -> Animator -> Script

A model that I downloaded online to experiment with:

https://www.cgtrader.com/items/786024/download-page

the-flash-tv-show-3d-model-low-poly-animated-rigged-obj-fbx-c4d-mtl.png


Wednesday 7th February 2018

Environments

We’ve been told that the work that we make for this project doesn’t need to be conceptual, we just have to get to grips with the software.

I thought that I would look at some source imagery to give me inspiration of what kind of environment I should create. Do I want it to be inside/outside?

Ideas:

Environments in BlenderDragon-Age-Inquisition-Gets-Brand-New-Concept-Artwork-with-Fresh-Environments-415794-2albertamountain1_735_252halo_03202013_01

I also liked the idea of a haunted house:

ConceptArt_Environments_Hallway_FinalImage

I wanted to avoid environments that were just hills and grass outside but for this project I think this would be the easiest to achieve considering it’s only a one week project. I’ll most likely be getting my objects from online as I won’t have that much time to model my own. Textures is an important feature that I’ll need to consider:

Textures

I also went through Unity’s ‘Play Mode and Edit Mode’ tutorial to get a better grip with the software:

Unity Tutorial.png

Out of the examples I look at above I started to see a pattern of objects that I’d need for my own environment. I thought I’d have a look online for free .fbx files that I could download. I am going to look for:

  • Trees
  • Shrubery
  • Houses
  • Rocks

Grass: https://www.cgtrader.com/items/160847/download-page

Beach Lamps: https://www.cgtrader.com/items/193569/download-page

Dockshttps://www.cgtrader.com/items/624752/download-page

Mountain Vacationhttps://www.cgtrader.com/items/162063/download-page

Yachthttps://www.cgtrader.com/items/214390/download-page

I’m going to follow this tutorial all the way through so I have a basic starting point for my environment:

I’m going to use a height map to create the terrain for my environment. In a height map, black is the lowest point and white is the highest point. I browsed some island height maps and I thought I’d try out a really intricate one and compare it to a more simple one to see what result would look best. I can always manipulate either of them afterwards to achieve the effect I want.

I watched this tutorial on how to add water:


Thursday 8th February 2018

C# Coding

I got proper stuck with C# coding and so I looked at this tutorial:

I will definitely need to do more research on C#.

I ended up finding a medieval package on the Unity asset store and had great fun with that through the night … I first used the height map up above to create an island and surrounded it with water. I created a line of walls to act as the perimeter of my medieval and placed a number of buildings inside. I then lined the outside with trees and other miscellaneous objects to make it look realistic.

Once I’d finished modelling my environment I realised that to fit the brief I needed to include some C# coding. Therefore I placed a simple red box in the middle of my medieval village and so when you jumped the box changed colour from red to white and visa versa. I decided to wrap up for the night and export it for tomorrow’s presentation.


Friday 9th February 2018

Feedback

  • For the gate, animate it and set a ‘open’ and ‘closed’ point, then write a script stating that when you enter the collision box transform the animation from one point to another
  • For this I would need to model the gate separately
  • The red box looks quite alien compared to the tudor town

 

Reflection

  • I think Unity is the piece of software that I have struggled with the most in my entire life. I usually take quite warmly to new software and grasp its concept well but I struggled with file navigation and tools a lot longer than I usually do. I just looked at tutorials to educate myself
  • I really liked the skybox that I found but I was unhappy that it didn’t reach all the way down to the horizon
  • In the future I’d like to add sound to my scene as opposed to the pre-existing footsteps

Previous: Screen Language

Next: Design Domain (Part 2)

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