Category Archives: U52 Island Harbour Jetty Scene

Jetty Scene: Modelling Part 2 and Animating

Next I started to model the objects that I was going to animate. I started with the boat first I made the main boat shape and refined it then I made the engine and propeller to go on the end. To animate the boat I firstly added a character constraint tag onto the boat. In the basic tab I selected the clamp constraint, then in the clamp settings I made the water the target object and changing the To selection to Surface and moving the distance amount into the right position to make the boat sit on the water. For the crate I used the exact same method.

The next things I animated were a cloth on the back of the shack and an entry sign on the front of the shack. To start I just got a plane and found a appropriate texture to add to them, then to animate I added a cloth expression, I then selected the points on the cloth that I wanted to be attached to the shack  and using the set fix points in the Dresser tab, The I made it look more like it was blowing in the wind by changing the values in the Forces tab.

Next I did the palm trees I made them out of cylinders and the leaves by using the array tool to animate them I used a Spline Wrap with a Mospline and then adding the Wind and Turbulence Objects to add the swaying effect by changing different settings like wind speed and turbulence strength.

The Second to last thing I animated was a swinging bulb with light coming out of it, first I made the bulb and a rope to attach it to the ceiling I then added a Spring tag to the top of the hierarchy and made the ceiling plank object A and made the bulb object B and changing the attachment B to offset and setting it so that it is in line with the top of the bulb, I then set the rest length of the rope by changing the value and clicking Set Rest Length. I put constraint tags onto the rope spline and a Spline Dynamics tag and selecting each end of the rope and setting it and adding a Dynamic Body Tag to make it swing with the rope and putting the light below the bulb in the hierarchy to make it move with the bulb.

The last last thing I animated was a school of fish. I started by putting a Vibrate tag on a null and changing the settings, I then made a tracer to follow the path of the Vibrate tag and made it into a sweep so that you could see the path, I then cloned a pyramid and put it on the sweep and hid the sweep so only the pyramids could be seen. Next I added a Delay and Random tag to make each pyramid move slightly differently.

Jetty Scene: Modelling Part 1

I Started by making the decking with stairs up to it, then I made the shack by copying the planks and placing them in a square shape and then adding the corrugated roofing to it. Following that I made an oil silo.

Next I made a pier with boat ties, tyres and some ropes. Then I made some barrels by starting with cylinders and changing them and I also made a portable generator.

Video Game Shacks

Shack like buildings found in video game environments.

COD: Black Ops Zombies

I like the gloomy and dark feeling that these environments have it helps to add atmosphere and illustrate that it is a zombie game.

Stranded Deep

I like these shacks because they are quite simple looking, yet add a lot of atmosphere to the environment.

Tomb Raider

I like the fact that these shacks are rather run down and look like they have been there for a while. This helps to add a sense of mystery to the area.

Jetty Environments in Video Games

The environment and its aesthetics are a very important part of a video game as it gives the game a overall feeling and definition. Horror games would have normally have a spooky, foggy, abandoned kind of environment. While game environments in games like Mario or Sonic are bright, colourful and mostly set in the day time. When the first 3D games were made the environments could not be that realistic due to the technology in those times and they had be be quite simple and plain when designing a game. But with the technology these days and the latest games engines; CryEngine 3, Unreal Engine 4 and Unity to name a few, game environments can be made very realistic and life-like.

Skyrim

Far Cry

Crysis