The majority of my work on my collaborative project this week has been to add and change models in response to project requirements from fellow game designers.
In terms of self-study, I kept dabbling with ZBrush.
Part 1: Designing a Puzzle Game
Before the player could interact with the models in the poster, the game design for our collaborative project required them to complete a jigsaw puzzle. The jigsaw effect is that the two-dimensional pieces of the poster are stitched together to create a three-dimensional model, which enhances the interaction with the game.
Lucy and I decided to turn the two-dimensional poster into a three-dimensional poster with volume. Our Jigsaw poster design differed from the 3D posters we had previously created, and we chose to create a thicker model for the flat poster only. This is simply the equivalent of making a broken rectangle, which makes the puzzle easier and more enjoyable for the player to interact with the 3D model.
Lucy and I had different ideas about how to design the puzzle pieces; I designed the poster to be broken and then created the pieces, whereas Lucy cut out the main elements of the poster to create the pieces. We both found each other’s design concepts to be very intriguing. We discussed it as a group and decided to use Lucy’s poster stitching effect.
Yu:
Lucy:
My next task was to cut out all of the model’s material in Photoshop.
The cutting process in PS.
1. Select the area to be cut with the magic wand tool ([W] shortcut).
2. Use the lasso tool ([L] shortcut) to add or delete poster areas.
3. Copy the area in the poster layer’s selection box and paste it into a new layer.
4. Select the blank area in the new layer with the magic wand tool ([W] shortcut), then use the lasso tool ([L] shortcut) to delete or add areas to the poster.
5.Repeat steps 2–4 until you have a cut-out 2D puzzle material.
Litter picker poster:
Soldier poster:
Panda poster:
Cat piano poster:
Because the cat piano poster’s 3D model is a jigsaw puzzle with no curved curves, for the cat piano puzzle model, I’ll modify the model’s thickness to complete the model required for the puzzle game.
The 2D poster material had to be converted into a 3D model material next. Thanks to Lucy and me for showing you how to make a model in Photoshop.
To create a three-dimensional model of the approach in PS, use two-dimensional material.
1. After clicking the [right mouse button], select the layer from which you want to create a three-dimensional model and then select [New 3D model from the selected layer].
2. In the properties bar, Lucy and I decided to unify our model projection value of [5] in order to adjust the pixel value of the [projection depth].
3. In the [3D] module, select [Export 3D layers] and click [OK].
4.Change the model’s save type to [.dae].
5. At this point, the model can be imported into Maya via [import] and materials and other work can be added.
It will be more convenient and faster to use PS to create the same 3D model as the image and Maya [Multi-Cut]. The wiring of the PS-created model, on the other hand, may have uneven triangular surfaces and wiring. This is why, depending on the project’s needs, it is a good learning process to use various production methods.
Part II: Modifying and adding models of soldiers’ helmets in accordance with project specifications.
The game design team informed me that they wanted to change the soldier’s helmet.
1. 8 bullet holes should be added to the soldier’s helmet where the leaves are stitched together to help the player see where the leaf models should be placed more clearly. When the player is in the process of completing the soldier poster interactive game, the leaf model can be installed in the corresponding location of the bullet holes.
A fellow games major shared a schematic diagram:
2. Additional assembly objects are required for the back of the leaf model, similar to installing a column behind the leaf model. In terms of meta, this design would add some immediacy to the game. Students from the game also shared images from ‘Toy Story’ to help me with reference.
3. Include bullet models. A bullet will be fired at the soldier’s model if a player uses the incorrect leaf model during the game and the game mechanics detect it. After being hit by bullets, the soldier’s model will be tilted backward, and the leaves will fall off the top of his head.
To make the assembly and the bullets on the back of the leaves:
Creating helmet model:
I chose the helmet model first, then the leaf model, after copying the leaf model with the assembly object. To preserve the channel between the assembled object and the helmet on the helmet model, hold down [Shift + right mouse button] and select [Difference] in [Booleans]. Because the original foliage model would disappear after the [Booleans] operation, I copied it to keep the interspersed channels and the foliage model.
Part III: Learn to Use ZBrush
Sculpting effects created with (inset) brushes
[Curve Tube] Formalized adverbial adverb (Insert Mesh Point Brush).
The [Curve Tube] brush can be used to sculpt a pattern on an object’s surface.
Create a flat surface first, then use the Curve Tube brush to draw the pattern you want. (As you go, you can adjust the lines of the pattern you’ve created.)
After you’ve drawn the pattern, click [Delete Hidden] in the [Modify Topology] section of the [Sub Tools] property bar on the right. We can visually adjust the model’s position and shape in space at this point in the pattern.
Holding down the [W shortcut] allows us to change the shape of the model in space. Select [FFD Flexible Deformer] from the menu that appears. Then, in [FFD Flexible Deformer] mode, we select the curve on the model and begin adjusting the model pattern’s shape.
After we’ve tweaked the pattern’s shape, press and hold the [W shortcut] and select Accept in the Transform Type icon.
If you want to change the effect of the brush strokes (for example, to make a hair model with thin sides and a thick middle), go to the properties bar and look for the [Strokes] setting. Adjust the [Size] value in the [Curve Modifier] after selecting [Stroke] to achieve different stroke thicknesses.
[CurveTriFill] (insert grid point brush):
The [CurveTriFill] brush can be used to create models with the same shape as the design shown in the image.
Tips:
There are three known methods for creating models that correspond to the shape of the image.
1. In Maya, use [Multi-Cut] to cut out a shape that matches the image on the [face], and then extrude the model with [Extrude].
2. In PS, use [Create 3D Model], then import the exported [.dae] 3D model file into Maya.
3. Draw the model shape directly in [ZBrush] using the [CurveTriFill] brush, and then create the model.