I haven’t as yet attempted to move anything within UDK as the people require a few tweaks in order for final hand-in so that they can go within the level. However, to prepare myself for the installation within UDK, I have found this tutorial that I will be using as reference for moving within UDK when the time comes to install it. It’s a very useful tutorial for those still confused by Kismet and how it works, and I look forward to potentially using it.
In order to accurately model the hands, similar to the ears, instead of opting for mere squares or anything that would diminish the geometrical integrity of the mesh, I decided to follow a relatively simple tutorial on modelling the human hand. Of which the hand within 3DS Max would be mirrored, thus only one needs to be modeled. Here is the tutorial below:
I relatively enjoyed the tutorial because it showed me a simple yet effective way of modeling the human hand that is a useful thing to use as a base model. Unfortunately again, due to polygonal restraint, I didn’t go into too much detail but considering the size of the human hand and distance, it’s highly improbable within the level that anyone would notice too much, especially if it is textured correctly. Below are my results when modeling in accordance to this tutorial:
Instead of simply having the ears as a texture as my colleague Adam would have suggested I do, I opted to model them solely on the principle that I had yet to model them before and it would be beneficial to have this as a template piece for any future projects I may undertake involving character modelling.
I found the tutorial to be very useful in helping me understand a quick and easy way to model the human ear. One of the few downsides to the tutorial is that it’s done using a different piece of software than 3DS Max, the other being that the individual recording this tutorial appropriates their 3D model by their own reference material of which won’t be accessible to the viewer, so you have to locate a replacement that won’t follow the same geometry as the tutorial and can distort results. Below are the results that I came up with once completing the tutorial, also including the updated mesh of the face that is constantly undergoing improvement, there are geometry issues that show more with smoothing applied but are generally unnoticeable in this low polygonal state.
After receiving the feedback on the original human head, I got to work swiftly on creating an alternative with a more accurate topology. To do this, I finally sat down and found a tutorial online that sufficiently helped me in understanding how to correctly model a human head. I found it to be very useful in terms of simplicity to the concepts of face topology but it does lack an explanation of why certain topologies are needed, that could be better explained to a newcomer to the concept.
Below is the result of following the aforementioned tutorial, done in order to achieve a greater geometrical shape. I think it’s a reasonable effort for my second attempt at a human head and first utilising a tutorial. There are certain aspects of the topology that I know are incorrect and could be improved upon, but for now I believe it’s more beneficial to move on with the model and progress to creating the entire character.
Given how different Unity is to UDK, I had to do some extra research around the lights within the engine to see what I could do to light the level up. I found this tutorial on the Unity YouTube page that helped me understand the basic concepts of lighting within Unity. While it was relatively informative, it was particularly overwhelming for a newcomer to the software to follow along. If I do come across an issue with the lighting within the engine, I may just resort to default lighting and display it as an environment piece instead of having it lit to correspond to the theme.
As an extension to the roll-a-ball tutorial, I found a supplementive aspect of it that showed the player to pick-up objects. This may prove useful later on in the project if I progress onto doing tertiary objectives so that I can move assets around the level. It might not be the same ethic as what I may have envisioned the player doing with assets, but I’m sure that it can be used as a basis or temporary placeholder for the player to pickup items.
Having absolutely no prior experience with Unity, I decided to dive in at the deep end and run through one of the more well known tutorials to get a basic understanding of how things work. This being the ‘Roll-a-Ball’ tutorial, of which guides the user through an 8-step tutorial of creating; a level, having a movable object and that object being able to ‘pick-up’ other objects.
For those interested in following suit, the tutorial is available from Unity’s own tutorials section, here
Note: I would’ve recorded a brief look at the end result but my video recording software has decided to stop working for me, so I shall update this post if I get around to fixing that issue. For now, enjoy these screenshots I took whilst going through the tutorial. (Yes, I left the walls at a disproportionate size in comparison to that prescribed in the tutorial, I apologise to those with OCD)
The main aim of this tutorial was to be a vehicle for the user to learn the basics of Unity, whilst also having something tangible in itself as an end product. I thought personally it was a fantastic starting point for learning the ins and outs of Unity and provided me some very valuable and key information from the individual voicing and going through the tutorial. Doing this has indeed left me in a position of which I would feel comfortable moving forward with my own project and being confident in producing something using Unity.