Tuesday, 20 June 2017

Unit 78: Digital Graphic for Computer Games

Over the course of these projects there were multiple different styles of digital graphic i used during our 2D and 3D games. For the 2D there was mainly the use of Photoshop to create the image file to import into Game Maker, the process started out with a picture then we scanned it in and edited it into Photoshop before we scaled it down. As for 3D it was all made with Photoshop and in Unreal Engines blueprint editing option. Unreal Engines diversities helped create interesting textures, in Photoshop we imported multiple images we took our selves and using the Bump map and Black and White functions we created image files that we then could add to a blueprint which then has a huge range of already coded nodes you can if you need to be specific.

3D Unreal Engine was more then just better then 2D as it had more of a expanse of what you could do especially to textures as. You can create a more realistic texture and a  more cartoon like texture rather easily as there a lot more pixels and there is a wide range of nodes that help you make the texture you want. Its a lot more complicated then 2D but there is a very minimal development for you to make good looking sprites not to mention the bugs that can be caused by them not being correct size or the software compressing it.

All graphics were heavily inspired by the games Shadows of the Colossus and The Last of Us. These games are heavily revolutionary in the scheme of their graphics, Shadows of the Colossus in its time was popular for the fact it had wide range expanse and the graphics weren't the best but it was very detailed and hit a milestone for other developers to step there game up. The Last of Us also was another milestone in its time as it effectively used the minimal storage data to maximize the graphics of the game, visually its stunning in a post apocalyptic scene its hard to pull of but the dirt and water and the fungus was great and I

really wanted to capture the detail in my work.

My work is just the start to what Professionals create as I have to use YouTube and other sources to recreate other peoples work where professionals usually have a visual of what they want and research how they can make and tweak their work to perfection. Professionals also use plugins to help them do things they couldn't do with base software like texture blending on objects. Professionals also use other software other than Unreal like zBrush and other graphic tools to help them make other graphics that you usually pay for.

What i aim to do in the future is figure out how to make realistic maps and textures using Unreal and other programs. I want to build environments in Unreal that can capture the nature that surrounds the scenery, it could be an old castle ruins but the fields have to be lush green grass swaying in the wind, the trees in full bloom. I also am really interested in making particle effects for an MMORPG style game with enchantment circles, fire balls and all the cool stuff that can go into games. I have already looked into how things like this can be animated and it doesn't seem too hard to code it damaging things and would be a good skill to learn too. MMORPG games are my influence into games design and to be able to merge the two ideas of nice looking landscape with RPG style skills is a aspiration I have.

No comments:

Post a Comment