Friday, 28 November 2014

Design pack and legal and ethical check

Design Pack

City Layout
Below are sketches of how my city will be laid out within the game engine when I am placing  all of the models.The city will be laid out with 3 columns of buildings side by side with 22 buildings on each column laid out on each of the nine platforms exactly as they are laid out below.
















Below is a more detailed city layout, detailing aspects of the environment besides the buildings. 9 pavements will be modeled and surrounded by roads that outline a rectangle shaped island. The small island will be surrounded by swimmable water with large rock type objects scattered throughout. 

















Building Models
Below are sketches of individual models of building that will be featured in my city. Some of the buildings featured in my 3D environment will not be created to be accessed by the player, meaning they will not be able to venture inside certain buildings as they will be sealed off from the outside and will not have any actual inside structure modeled.

In total there will be 66 buildings throughout my game environment, only 50% (33) will be accessible by the player, this will add a sense of mystery to the environment.

As you can see in the city layout above, there will be 22 buildings on each of the 3 columns going from the top to the bottom. I will model the first column of 3 sets of buildings and then copy them over to the next to columns, 22 buildings on the middle column and 22 on the right column, totaling at 66 buildings with 11 accessible and 11 inaccessible buildings per column.

There are four different types of buildings, one tall square buildings that will consist of 7 floors, a wider tall rectangular building that will consist of 6 floors, another rectangular building that will contain only 1 floor and a last building that only has one floor that form above resembles a square attached to a large rectangle as you can see below. The inaccessible buildings will feature less floors to add variation in size, the tall buildings will feature a texture showing 5 floors and the wide building will feature a texture representing 3 floors.

In Lightwave Modeller I will model the basic outlines of these building using primitive cube and cuboid shapes made with the box tool under the create tab.
















Below is a more detailed example of how the square 7 story tall buildings will look and what the inside will contain based off 3 different floors stacked on top of each other, The bottom floor will consist of a reception room with a desk, an elevator that is on all floors leading to the top floor, and smaller details like sofas, chairs and ceiling lights.

The second, fourth and sixth floor will consist of a set of stairs on either side of the rooms, the one on the second floor on the left side will be leading from the reception floor, the one on the right side will lead to the third floor, this room will consist of fairly empty cubicles laid out to the left side on this floor. On the fourth floor the room will be laid out the same as the second floor and the 6th floor will be laid out the same as the second and forth. The third, fifth and 7th floor will be laid out the same as the second fourth and sixth though the cubicles will be more to the right side of the rooms and the 7th floor won have a set of stairs leading to the roof.

Each of the tall buildings I will be modelling will feature windows and door ways, which I will cut out of the building shapes so I can insert transparent windows and doors on the accessible buildings models. I will do this by placing a cube or cuboid half way through the walls of the buildings and then use the spbool subtract function in lightwave modeler which removes the covered area without taking away any necessary polygons from the infrastructure. By doing this I will be identifying points in which doors and windows will be needed to be placed.

















To the left is a sketch of the rectangular tall wide building that will feature six floors, the layout for this building is the same as for the square tall building, though there is one less floor and the building is wider.
To model this, all that is needed to do is to duplicate the tall square building, take away the top floor and ensure there is no stairs leading to the roof and then duplicate that model of the six floor building and put another copy directly next to that one, so they resemble one entire wide building.


To the left is the design layout for the smaller buildings that will be featured in my 3D environment, one single floored rectangular/cuboid shaped one and one that resembles a cuboid with a cube/square shaped part of the building attached to the back when seen from above. Each building resembles a store inside with shelves and a counter, the counter just in the more rectangular building along with shelves and shelves alone in the other. Each building has an entrance which will be programmed to open on approach which I will model in Lightwave and animate in UDK.


Billboard Models
Below are sketches of individually sized billboards that will be featured in my city, which I will be texturing with my own 2D images, hopefully featuring cartoonized versions of myself. These billboards will be randomly placed on top o different buildings, there is no set place for these to be but they are best suited on the inaccessible buildings so they do not clash with the infrastructure of the buildings with an accessible inside. I have determined the size of 3 billboard models, though they can be altered to fit any textured image.















Billboard Texture Sketches



















Other Models
Below are a series of different models that will also be featured in my city. The street light model below will produce light to certain areas, with some of them not working and will be placed randomly near the edge of pavements, just before the road.















T
he dumpster model below will be designed in modeller and featured mainly at the back of buildings, altering in the colors blue and green and as well as an upright model I will create an overturned model.


 












Below are basic sofa and chair models that will be featured in the reception rooms of the tall buildings placed facing each other at the left and right side of each reception room. They will be textured in a variety of textures, some appearing more worn and damaged than others.

















Below are models for benches and doors, the benches will be designed and textured to resemble a standard bench and will be placed between and around buildings with some overturned.


The door models are fairly basic, two textured upright rectangles that will open automatically on approach when I animate them in UDK. I will animate them so when they are approached, each upright textured rectangular door will move to the left or right into the walls of the accessible buildings when approached by the player when they enter a certain distance infront of the building.





Below is a detailed model from above of the office cubicles, six individual cubicles will be placed on each floor above the reception floors in the tall buildings, 3 to one side of the room with a slight gap and then 3 more cubicles will be placed next to them with the entrances to the cubicles on the left or right facing each other for access, possibly to be used as cover for enemy fire.



Below is a rough model of stairs, that as detailed in my floor layout sketches, will be featured on either side of all rooms besides the top floor leading to the roof for access to each floor on the building.















Textures

Back of billboard texture 1
















Billboard base/back texture 1

















Billboard base/back texture 2
















 Billboard texture 1



















Billboard texture 2



















 Billboard texture 3















Door texture 1



















Tall/tall and wide building texture (to be fitted according to number of floors in building)




















Small building textures
 













































Legal and ethical check-list

No comments:

Post a Comment