Friday, 24 November 2017

the factory

this is the size of the map we are using, ive made it so that it isnt too big and it inst too small and theirs no unnecessary poly that could potentially kill your frame rates.

This is the little ware house where the factory stores all of its teddy bear components. I used a light fog to make the walls and corners seem a bit better then what they are and it kinda of distracts you from the terrible texturing.

This rooms is the machinery room, the room consists of just machines and a ramp up to another floor that i didn't get around to doing, it was supposed to be a sort of command room that monitors the machines and workers but didn't get around to doing it. the stripes on the floor are added by using small planks in the air for the roofing as kind of like sky lines and it gave it a nice effect specially when being chased by bears

Lose health



This is the piece of code used for hitting the bar and taking their health down, the first part is calculating when it hits and how much the bullet subtracts then the other part is calculating the health to subtract from, in this picture I have the bullets take 1 from 100 but in the version now I have it take 10 from 100 to kill them faster, this has helped me as if later on when I want to make enemy health im gonna need this but would like to add it so the bullets of a percentage to hit more or less then base value.

Textures

This is the texture I am using for all the walls and factory machinery. This is a texture i took myself when I was walking around town, using photoshop and blender i created the bump map and roughness texturing for it.

This is a texturing for the granite I used as for the flooring. I also used the same method as I did for the walls. To get the Roughness and occlusion map for the texture I used photoshop, by taking away the color and using gray scale instead it makes it easier to see the black and white level and its going to have to be black and white anyways so unreal engines texture coding can pick up the depth. Roughness map is used to take away the black and give it more depth while the occlusion map takes away the white giving the surface a little more shine on the surface. The Normal map was the more complicated one to get done as using blender is awkward and annoying and it took me awhile to get sued too. but what you do is you make a plain add some mods like increasing the poly and allowing to add a picture then using the roughness to it which makes it look rather jagged then you turn down the volume alittle and add another plane and bake that texture with the plane, im new to this technique so i cant get the best results at the moment but with a little playing around i will be able to make more detailed textures.

Todays lesson i was revising my texture knowledge using a tutorial i found on YouTube about making layered texturing blends that allow to have a smooth transition between things like mud and foliage. I also looked into bump mapping and how to make a material seem more 3d and realistic when its still a flat texture. Most people use secondary software's that you need to download and i cant do that until i go home and do some work. Adding this knowledge to my game would help it look less plain and more atmospheric.