Here is the current build of the whole level. Unfortunately the WebGL build doesn’t look very good since most of the environment is meshes, which for some reason causes a lot of z-fighting for the build (it works fine inside of Unity).
For the animations I used the stock mouse rig. To record I used the playblast feature in Maya.
The first NPC animations are for the mousehole I made. When the main character approaches, the mouse comes out to join you.
The second interaction I made was with the cheese wedge I made. There isn’t a smooth transition between these ones; one is just an idle, and the other is an action for running away with part of the cheese.
The last NPC animation set I made was for a mouse chilling in a goblet. He is too lazy to aid you and just waves.
My main character is going to be in third-person, so I made idle and walking animations for them.
This weekend I worked on models for the kitchen sub-kit, a metal cabinet and a stove. I still need to finish texturing all of them. I need the outer corner pieces of the well to finish up.
I also constructed the kitchen and storage room for my level.
I also tried testing lights for a candle and the stove.
Unfortunately, I made a huge mistake early on; I used meters instead of centimeters for the models, meaning I made everything way too big. This has been messing up the draw distance for the shadows, and when I tried shrinking everything down the models didn’t align properly and it won’t let me vertex-snap the models back together (you can see this a little bit in the second picture). So, I’ll need to shrink down every model in Maya and recreate the entire scene again.
My level is entirely indoors and there are no windows, however there is a hidden cave area where I can create terrain. A lot of it will be walls and a ceiling, so I will need to make meshes for those sections, but I made a terrain section for the floor. It contains a general layout for where I want the walls, a pillar in the center, and is textured with hand-drawn rock and sand.
I worked primarily on making some more models for my kitchen sub-kit and clutter. Right now a lot of the models aren’t properly textured.
Additionally, I start constructing my level. Right now I have the layout for the dining hall, with the kitchen planned to be on the right.
For this weekend I focused on updating my modular set with normal maps for additional detail. I made insets for my wood columns, the wood floor and the mousehole that I made:
I also used a normal map to add detail to the painting model I am making, and used normals to add a small inset into the table pieces:
Lastly, I started on a new sub-kit for my kitchen area of the level. Right now I only have the floor, but I will also be making walls, stoves and possibly a new table for the kit:
Here’s my progress with the knight helmet. I added more polys to the helmet after doing the normal map, so some of that still looks a bit funky. I also want to add some small bump map details to the “fin” of the helmet and to some of the depressed rings.
For my detailed object model, I decided to model one of the traditional knight helmets. I plan to make as close to real-life as possible, and I will use the model as a decorative piece in my level.
Here are a few of my photos and my sketches:
Here is the base for my model:
I started to finish some more textures that were incomplete or prep some textures (such as the table) for later detailing. I also tried to add in some variations on textures such as the floor and the baseboard (I added in some basic rug textures I will add to later and a mouse hole).
I also converted Will’s furnace object. I flattened the bottom and added some bends in the pipe, and also prepped the texture for putting it in the style of my other textures.
Most of the textures for the walls of the dining hall, unfortunately some are unfinished or need slight tweaks to smooth tiling.
The color bases and UV maps are all configured, objects like the table and the chair have not been properly detailed yet. Everything will be textured in a hand-painted cartoony style, where many of the colors/shading will remain flat.
A niche that could exist in a hallway.
Example dining hall table.
Mock-up of the dining hall.
I was assigned the library for getting textures and reference images.
References (sorry there’s a lot):
For my game, I started modelling the dining hall:
The level is completely indoors, so I made a wall/floor kit to construct the dining room.
I also made the table modular so that it could be any length.
I started on some objects to populate the room with.