3d3dunit2
3d3dunit2
3D UNIT2
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3d3dunit2 · 6 months ago
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process of decal and cinematic in unreal
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3d3dunit2 · 6 months ago
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research decals in games
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3d3dunit2 · 7 months ago
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animation in maya
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a keyframe is a reference point in animation that is the definition of the starting point and the end point. it is used to create smooth motions in both 2D and 3d animation
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-by clicking on the set key button at the task bar this makes it so i can place a keyframe to where the marker is. i then continued this to make a animation where my chest would open
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3d3dunit2 · 7 months ago
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cinematics in unreal
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3d3dunit2 · 7 months ago
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decals, cinematics, particles and their uses in games.
decals are add detail and a form of realism into a video game giving it life that can be applied to a surfaces within the world of the game examples of it being used in games could be such as environmental detail. to make it look like it is has some wear and tear or graffiti on building. and in many games, decals are commonly used to show damage to an object for example, bullet holes and stabs wounds
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(this video doesn't show the things I've said but it gives a decent example of what a decal is and how to use a decal in a game)
cinimatics in video games are real time cutscense that are used to tell the story of the game and to progress the story further such as introducing a new character ore to create a dramatic moment. the key aspects of cinematics is the emotional impact a well made cinematic can evoke an emotional feeling to a player making them feel more involved in the story
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an example would be this out standing clip of the game elder scrolls online this knight tanking 3 people at the same time
red dead redemption 2 is a perfect example of this utilizing cinematics to immerse players into the world of the game showing the rich story telling and emotional impact this is shown in the iconic scenes of the main characters death
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particles are used to simulate natural phenomena's like rain, fog or an explosion. they can enhance the visuals of a game which can improves the environmental effects giving off a certain atmosphere to a game or it can be used to give a charcater in a game look like he has magical powers by giving him an aura
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the witcher 3 uses particles effects for magical spells and enviroment details like leaves blowing in the wind to create the atmospheric feeling
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3d3dunit2 · 7 months ago
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teleporter/ tags
a tags can be used instead of using the cast to increase the level of performance this is very useful because they us up less memory to run compared to using the cast.
process of using tags.
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3d3dunit2 · 7 months ago
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med kit maya
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ok so when thinking of the concept for my med kit i didn't want to make the generic box med kit so i decided to go for a bottle type design
so i stacked up 3 cylinders together and smooth them out to make it look like it has liquid in it then put two rings around the 3 cylinders to give the feeling of the cylinders squeezing against them to create a feeling of the bottle being tightened then i made a lid that was just a smaller cylinder and a ring smoothed out
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3d3dunit2 · 7 months ago
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k9 research
when i was thinking of what I should for my k9 model I thought the concept of a head being in a chest so I thought of using a head that closely resembles the look of a Skull but i also thought of other things that i could put into the box and the types of boxes i thought that maybe i could do a body bag but then i was thinking of doing the murder weapon that could be hidden inside of the boxes then i considered about farmers equipment such as sickle
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-I'm using this texture to give the feeling of the wood that the wood is old
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ok so problem... when i put the texture onto the model it puts that texture onto the skull so what I'm going to do is go back into Maya and make it so that the heads uv is added into the whole chests UV
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-another problem has been found. ok so that attempts did not work at all so what I'm going to do now is make the model have separate parts successfully and see if this will work
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ok so it does work but i removed the head from my box because i just thought it looked ugly and did not match the style i was going for at all so ill get a model of a skull from the internet and use that instead of the poorly designed head i made
it crashed....
so ive just made it so that the scale of the texture is low and hope that will work
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after 3 times crashing i was finally able to get a finished product i am happy with
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i used the mud brushes to look like blood to make it look like the person inside of the box has been murdered and adding in hold writing HELP! to show the urgency of finding them
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i then added a few finishing details to my chest to make it a bit more scary like bloody hand prints to show the struggle of the person trying to escape the chest and the tiny blood spots to make it a bit more detailed
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i also added satanic pentagram to show that their is demonic activity
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3d3dunit2 · 7 months ago
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uv mesh
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this is the UV mesh for my bottom part of my chest the part that is highlighted yellow is the outer rim of the bottom half of the chest, in red is the part that makes the chest open and close and attaches both parts of the chest together and the one in teal show the outer shell of the bottom part of the chest
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when putting my mesh into mixer i found a problem when texturing it would not work so i went back into may and found out that everything was put together and collided so i dragged it all out and sized them all out to fit in the box
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this is the fixed
by exporting this into mixer and making into a parent and child
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3d3dunit2 · 7 months ago
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block mesh thec
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3d3dunit2 · 7 months ago
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love death and robots and bts
3 things they use in the creative process
they have used the integration of real time tools: the production team used ue5 to make high realistic characters and environments. these tools made it so that they could visuals that closly resembled the near final project
they also used real time rendering which allowed directors and artists to make an instant choice on options like lighting, camera placements this gave the production a more cinematic feeling
for vaulted halls entomebed, the team had descided to develop four unique enviroments such as a cave system, open desert landscape. using real time rendering made it so that they were able to change the textures and lightings on the go making it so that the environments served the narrative visually and emotionally.
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3d3dunit2 · 7 months ago
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what is 3D animation and reaserch
example and my thoughts
animation is a technique used to create the illusion of movement by displaying a series of still images in a rapid motion with a main goal to bring static models to life in the 3D sense it is creating 3 dimensional moving images using a computer
Five examples of 3D animation
toy story
pioneered the CGI indusry by being one of the first feature length films to be done all with computer generated imagery which as a whole revolutionized the animation as an industry and not only that toy storys plot has and the way that their characters have depth and different characteristics, making them feel relatable making it enjoyable to watch for all ages
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avatar
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is one of the most advances motion captures filmed to date using state of the art motion capture technology to create a realistic. avatar did this succsesfully showing off expressive character animations it also perfectly created a detailed and vibrant land scape showing off the world of pandora like it was actully real
spider man into the spider verse
uses stylized aniamtion combining cgi with hand drawn features which creates a unique visual that give it a comic book feeling is rarley ever been seen in a feature length film which gives it a fresh feel to making it stand out amongst the any animated movie. with over 177 animatators and takes a week to get 1 second of animation.
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how to train your dragon
has one of the most jaw droppng senses in animation to date the films animations of the dragon flight sequences were groundbreaking showing of the feeling of the moment in time showing the sense of how fats they were flying and the freedom that came with the flying
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moana
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uses realistic textures of the ocean that makes the movement of the ocean and expressions of the ocean feel realistic not only does it have a very intense story that effectively conveys the determination of the characters makes it a good watch
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3d3dunit2 · 7 months ago
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exporting to fbx format
when you wish to import you model into your game you go onto your files and press onto export all once you find the place you wish to put the model in scroll down to your file options and scroll down to FBX then press export (and make sure you save)
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3d3dunit2 · 7 months ago
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ANIMATION in maya
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3d3dunit2 · 7 months ago
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making a door and a key
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make a new actor and name this actor door and to make it so that the door will rotate making it almost like an anchor
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then add cube component then scale the cube to make a door is positioned at the bottom left hand corner at 0,0,0
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what you do next is add a box Collison component by adding box collision
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3d3dunit2 · 7 months ago
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process of adding audio
you are able to add audio into your game by going into your content browser and pressing on the import button you can easily move the audio file to your and move it onto your object you are making and go onto its sound and change its class
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3d3dunit2 · 7 months ago
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-emotional impact
horror genre
when looking at the emotional impact of sound in video games amnesia the dark descent is a great example as it uses earie ambience such as low frequency hums, whispers, and distant creaks this creates a scary atmosphere to make the player feel like they are in a foreboding area.
as well as their use of suspenseful music and unsettling ambient sounds that aim to provoke the player into feeling fear, tension, and paranoia for instance the lack of music then a sudden BASH of the door aims to make the player terrified.
adventure genre
legends of Zelda breath of the wild uses upbeat and adventurous music that adjusts dynamically to the environment such as when you are battling ganon it plays quite an intense sound to show the intensity of the situation
on an emotional level the sound design creates a feeling of wonder and curiosity and heroism. that aims to motivate the player to explore and discover new places in the game
portal 2
uses an electrical sound track that has a hint of synthesized tones and a bit of rhythmic beats this gives it a sci fi atmosphere to the game as it is based in a technical facility under ground that is over runner by blood thrusted robots
but on a more emotinal level its sound design creates a sense of focus and satisfaction, that aims for the player to keep going to solve the puzzel
-behaviour
sound designers use sound as a crucial tool in game development which can influence the players choices and behaviors which can make them lead towards choices, or areas that they wish to focus on
such as doom eternal with health pickups make a very destinct sound that is very high pitch which blends in with the action combat style heavy sound track this effects the player into being drawn towards the pick ups like a moth to a flame to prioritize their health as they are in a very scary predicamament
when navigating an area games like the last of us 2 use subtle foot steps and scilent whispers and crackling of the doors to indicate the presence of an enemy or maybe a path the have yet not taken this effects the player to use those cues to avoid the threats, or locate hidden areas in the game
they also aim use sound to create a sense of ugency for example in resident evil 2 you can hear the foot steps of mr X grow louder as he attempts to approach you. the effect this has on the player is that the player is forced to act in order to survive
-cognitive
audio in the games are meant to act as cues for players to use as a guide and to engage their thoughts and senses by using the cues to make decisions. an example in this would be metal gear solid series where the XOF soilders emit an iconic audio cue with a big red (!) to show that they have spotted you this makes it so that you are more aware of the situation by linking audio with potential danger makingn you have to adapt
-cross culture
when it comes to sound differences in different regions of the world their are boarders that are met such as when making games in Japan might use traditional instruments to incorporate different emotions like taiko drums being used in ghost of Tsushima to show cultural heritage and for an American game like the last of us two uses guitars to create an intimate experience as this aligns more with a western audience presence
-soundscapes and player expirences
soundscapes make it so that the area you traverse in feels realistic for example red dead redemption uses sounds like distant trains, rustling of leaves and animal calls (bears, wolfs) this makes it so that the world feels realistic this makes the player feel fully emersed into the 19 century American outback's with every sound scape making every place in the game have a unique and enjoyable with added replay value
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