Collaborating With Others
During the development of this stage, we wanted to include several spaceships to add some more life to the environment, which would have added a significant amount of time into our project. To help with this, we asked if we could have several files created from several first year students to use instead. This not only cut the need to create these models, but we didn't have to think of several unique designs to enhance the environment. The only step needed to be taken was retopologise every model, unwrap them, and texture them closely to the original design.
The original looks of these models throughout of their development can be viewed here: https://miro.com/app/board/uXjVLSgxiTk=/
Team 1 - G.N.A.T & Ash Borer
Technical Summary:
The G.N.A.T stood out to me through how unique the shape was and how amazing of a design it was. Originally, when I imported the model into Blender, the Vertices count was above 23,000, which for our game was hugely out of proportion and needed to be significantly reduced to fit the game. To reduce the overall count, I removed several edges from the model, as well as removing many spheres that were adding to the overall count. After editing the model, I eventually reduced the overall number down to 543 vertices.
The Ash Borer was a fascinating and unique ship that really stood out from the other ships I asked for, which really adds a nice colour to the grey and orange landscape. When I imported this model into Blender, similar to the G.N.A.T, this model had a large vertices count of 16,000. I equally had to take some liberty with the model, removing several spheres, as well as many unnecessary edge loops, from the cylinders. With all of these changes, we ended with a total of 463 total vertices.
Reflection:
Both of these models really add a strong sci-fi element with how unique they both are and how well they enhance the environment. I did really like the original models a great deal and wished that I could have kept a few more of the elements or adapted them further inside Unreal.
Team 2 - Cargo Ship
Technical Summary:
The Cargo Transport felt like a great model to fit the design of the game. Created by the first year, Owen Large, I wanted this ship to fit in with what would take place inside the Spaceport. When I originally opened the model inside of Blender, this was a very low poly model totalling 350 vertices. The hardest part with fixing the topology of this model was how the individual pieces were merged together, making it harder to judge what I needed to keep and what could be duplicated. Ultimately, I found it best to split the back end of the model in half and use the mirror modifier to make it whole. For the cockpit, I created a whole new model, which I used a similar method to make a perfectly symmetrical design to it. This only reduced the vertices count by a small amount, but ending with a total of 259.
Reflection:
I think this model perfectly enhances the original model and adapts it very well in keeping the original design very closely. One issue that sticks out to me is the ambient occlusion around the window has an odd shape to it, rather than the usual smooth look. This issue is probably down to the unwrap, but doesn't affect the whole model as much. I did also decide that the window should not be transparent, but I could have changed this and include a Martian piloting the ship. I also haven't made shipping containers for the ship, which could be considered towards the later stages of Beta, as detailed in the concepts made by Team 2.
Team 3 - Samson
Technical Summary:
Team 3 created some really great detailed ships, which we found to be quite complex to re-topologise. When we developed the models for the Market, the idea of having a Martian having crashed part of his ship and using parts to pay for a living. The Samson was a great model to use for this, so we used the shape and colour scheme of the model when developing this one. As well as keeping the name of the original ship. This model was roughly 5,500 vertices, with some really complex faces, so when I developed the market version I recreated it from scratch which made it so much easier than trying to re-topologise it.
Reflection:
I think this model looks great for the purpose we wanted it for, and draws clear inspiration from the original model created by Max, I do wish we could have used the original model for this with the original shape and some of the cool details, but I tried to capture this in a very similar way. I do think the model could use with some more detail, it's very basic and the poles of the tent do clip into each other, which if I added more vertices to the plane would be able to mask that problem better.
Team 4 - Cargo & Scout Ship
Technical Summary:
The Cargo Ship from Team 4 stood out to me a great deal, with how unique the shape is and the purpose it could be used for. Originally, this model had a total of 3,600 Vertices when I first imported this model into Blender. A lot of these came from loops around the model that were unnecessary, which helped reduce the count. The front frame of the model wasn't connected to the side, which with some effort I managed to merge into one piece rather than being individual overlapping pieces. The canisters in the centre of the model stood out as fuel containers, so after re-topologising a singular cylinder, I mirrored it, and used an array to duplicate it along the model. After editing the topology of the model, the model ended with a total of 1,800 vertices which is still a little high for just one model, but with it not being constantly inside the level, it isn't too big of a hit on performance.
As for the scout ship, we planned to use several of the ships as toys that could be found in the market, which this model fit perfectly in, as well as serving the same purpose as the other ships we used. Originally, this model had a Vertices count of 1,600 which when looking at the topology, it was clear why the count was so high. To fix this model, I similarly had to remove several edge loops that were unnecessary to the model, as well as the original windows having faces hidden inside. I took a lot of freedom with this model, changing it significantly from the original, but keeping the overall shape and texture designs the same. By the time I had re-topologised the model, it ended with a vertices count of 400.
Reflection:
I think these models work really well with the environment and look wonderful. However, with the Cargo Ship, the main body of the ship isn't the best of quality, the shape is unique, but the design feels super flat and plain. I think it would benefit from having a frame around the window or even intruding the face to add some more depth. For the Scout Ship, I would change how hard the edges of the ship are, bevelling the edges to fit with the curves of the model.
Team 7 - Mothership
Technical Summary:
Team 7's Mothership by Andrew stood out to me because of how unique the shape of this experimental design was. When I imported this model into Blender, this model had a total of 13,000 vertices, which came from the tentacles created for the model. I originally wanted to keep them, but with how much of an impact it had on the count, decided not to keep them. I wanted this ship to be unique from the others, changing the design to be a ring holding an asteroid or planet to power the ship. This used a specialised pattern for the planet, which with the gradient filter I could add a range of colours to capture the odd colour planets have. After doing these changes, the model ended up with a total of 200 vertices, as significant upgrade from the high count of the original model.
Reflection:
I think this is a brilliant model, and a great upgrade for the game, however, I do think there are some improvements that could be made. Similarly to the previous model, the windows of the ship would benefit so much from having a frame to it, giving it some more depth rather than being so flat.
Team 16 - Space Station
Technical Summary:
One of the final models was the space station created by Team 16, which was a super high vertices model totalling 348,000, which was way too high to include inside the game. We brainstormed several uses for this once discovering the scale of the model, suggesting it could be used as a travel poster, but decided we should try to make it into a spaceship of some kind. I wanted to keep the same appearance and shape of the original design, but making it more simplistic. After editing the model significantly from the original, we ended with a total of 1,150 which is still a little on the higher side, but since it features as one of our largest and significant models the higher count feels reasonable.
Reflection:
I think this model was perfectly adapted for the game, however, I don't like the overall texture and I think it removes from the actual style of the model. I think it could do with some more emissive elements and change the dark blue rings to fit the main grey of the model.
After revising the textures of the model, as seen in the second image, I think it really enhances the design and fit with the Sci-Fi design of the game. As mentioned, I added more emissive elements around the indents, as well as changing the curvature on the rings to have an emissive orange instead of being totally grey.
Technical Summary:
With all the models optimised, we found a use for them by having them fly in and out of the spaceport and changing once they are out of view. This uses a simple array variable that randomly picks one of the spaceship models to be the next to arrive in the level. The blueprint uses a simple spline path that loops around the level to give the illusion that the ships are flying into the town. One issue we did run into with this was that some models can be ridden on and take the player out of the level. I created a simple collision box that teleported the player back to the ground, no matter what.
Reflection:
This is brilliant for helping to immerse the player into the world, but as seen in the above video, the timing of the changes isn't always perfect. I will look into this issue and see if my timings may be slightly off and edit them to keep the player immersed in the level.
Technical Summary:
As well as having these models inside the level, I thought they would work well inside the main menu as a little background detail. The Ships similarly use a spline path to move around and randomly swap when they reach the start again.
Reflection:
I think this looks really great and a good use of these models. There is the occasion where you can see a model change and move backwards, which could be fixed by moving the spline further from the camera to mask the effect.