Group project Blender

For the group project on blender we have to choose a famous landmark to model:

Reference images:

The leaning tower of Piza is what we have chosen as group. I am in a group with Henda and Xanthe. We have chosen this landmark because not only has it has easy shapes to model, but it also has fine details that are easy to spot out. It also leans to one side which makes it unique from other famous landmarks.

Day 1 – 2/12/24

Today we have started our blender group project. For my modeling, I am doing the bottom part of the landmark.

This is my progress so far. I have been having difficulty with this. Especially as I group has chosen a hard landmark to recreate. I still feel a bit iffy with blender.

By the time the lesson finished, there was more progress in landmark model:

It might not looked finished, but I chose the bottom part of the leaning tower of Pisa. However, I still struggled with creating the model and I got help with all of it. I am not really confident with this landmark as it is quite complex.

Colour theory 21-11-24

What is it? – Its the use of colour in a artsy and scientific way. Its how we physically and psychologically perceive colour.

How does it work? – It gives a message from colours. It also picks different colours together for appealing designs for example, fashion or home design objects.

What does each colour mean?

  • Red = Love, blood, fire, energy, strong, intense.
  • Purple = Power, wealth, ambition, noble, royality.
  • Blue = Sea, trust, sky, stability, tranquil, depth.
  • Green = Freshness, nature, money, growth, safety.
  • Yellow = Energy, sunshine, bright, cheerful, joy.
  • Orange = Warm, happiness, success, autumn, creative.

James Gurney

The tools I used where overlay, brush tool, colour palette and hue + saturation.

James Gurney is known for his water-coloured pictures which includes dinosaurs which is his main interest since he was young. I edited some of his pictures that includes:

Warmer colours:

Warmer colours are known to make people feel more welcomed and safe.

Colder colours:

Cooler colours are known to make people feel soothed and calm.

More research! 11/11/24

Normal map – Adding the small details on your model to make it more realistic.

UV unwrapping – Creating a 2D texture by unwrapping a 3D mesh.

Proccedural material – Mathematically generated textures. They are created using algorithms and mathematical functions.

HDRI – Stands for High Dynamic Range Image. This adds a range of colours and tones in an image.

GODOT

I downloaded GODOT 4.2.2 by searching it up. Then went to previous versions at the bottom of downloads. I then scrolled down to where it says 4.2.2 and pressed download. After that I pressed where it says windows and standard. Then went to downloads to the compressed file, pressed extract all then once extracted I pressed the one without the console.

How to create a project:

Press the +New on the top left corner to create a project. Under project name, name your project. Under that is project path, is should be kept on documents and beside that press browse to create a folder to save your work in.

Then on the top right corner press create folder and name it. Then press select current folder, that is all done.

What I will see when I create a project:

This is the 2D version.

Middle mouse button can move and zoom the camera view.

  • Top left is where you can create a scene whether its 2D or 3D
  • Bottom left is like a file explorer, you can create and save your scenes
  • To the little bit of the right of the file explorer you have things such as Debugger which can helpfully detect errors in your game
  • Top right, the little rectangle buttons are where you can play your game. The rectangle with the right angled triangle is where you can run your current scene. The other rectangle next to it is where you can download a specific scene
  • On the right next to where the game will be, you have the inspector tab and play game tab

Now start to make your game:

On the top left press 2D scene to make a Node 2D, then press ctrl + s to save a scene and on the top right corner press create folder. The press save at the bottom.

The folder should be then shown on the file system.

Next press the + button on the top left corner beneath scene to add a new node.

It will have a search button, search “TileMap”. Then press it.

After that you should get guidance on the bottom where the debugger is. You need to add a tileset.

Where the inspector is and below tilemap is where you will find tileset. Next to it, it says empty, click on the word and then press “New Tileset”.

This should be what it looks like after doing that step.

Now you need to change the size of the tile. Four below tile set is tile size. The press the numbers where x and y are and change the numbers if needed.

You need to check if the tile size is the same as your pikzels size. Go back to the pikzel website and on the right go to resize which is below the settings button. Press on the numbers to change them if needed and then press set default at the bottom.

To export your pizkels, press the export button which has a mountain and a sun on it. Then press PNG and then spritesheet file export.

Check if your orange squares changed size before importing them into GODOT.

Now you need to import your pizkels into GODOT. Go into file explorer, then into your downloads.

Then drag the PNG file into GODOT to your file system. The at the bottom where Debugger is turn Tileset on. Then drag the same PNG onto the rectangle right next to the filesystem.

Now you need to add physics layers, which is located when you press Tileset and five below it. Then you need to press Add Element.

You will be greeted with a blue square after.

On your Piskels, they should have orange square boarders around them for the next step to work. Then press the tile you want and the should light up blue.

The physics layer is zero, you need to change that.

As you pressed the `Add Element` earlier, you need two different layers, background then foreground, you need that in that exact order. To add those layers go the the layers section at the bottom of TileMap.

Name background first, that press `Add Element` again to add another layer named foreground.

Used the background layer for the blocks.

Now you can start painting, on the bottom where Debugger is press Tilemap. Then Where it says Base Tiles press your blocks and paint.

How to add a character to GODOT:

  • Press the + on the top to make a new scene
  • Then press the + on the top left corner to make a new node
  • Then search character body 2D
  • Then Ctrl + S to save
  • Name default Idle
  • Press sprite sheet that looks like a square with nine mini squares
  • Add your sprite
  • Change the size of the squares to any size you need
  • Pick the characters by pressing in number order

Windows key + G to hit record

I added a scene and a character body which give movement to the character. I animated the sprite 2D by bringing the image into the game. Then I added a collision. Then a script was added to help the character move which changes the speed and jump height. I put the character into the main level of the game. I scaled the size of the character and I added a camera and attached it into the character.

7/1/25 – Making a Killzone

Press plus on top of where the scenes are.

Then on the left hand side press other node.

Search Area 2D then press create. Hit Ctrl + s on keyboard to save scene and call it kill zone.

Now you need to add a script to the node

On the left hand side, on the top right corner there is a scroll with the little green plus on it, press that then press create to make a new script.

On the right right side where the inspector tab is there is node button press that and make sure you are on the signals side.

Now you need to press the body_entered(body:Node2D) on the top of body exited by double clicking it.

This should come up after, press connect.

The green sign next to the function in the script is showing that it is connected.

Under the function, type this what is on the image.

Now I need to make another node.

Press plus to create a new node and press the white one.

Then on the left hand side, click on the node to change the name to killzones.

Now I need to instantiate Child scene. Click on the chain symbol next to the plus. Then press area 2D killzone.

It should look like this.

Now I need to add a collision, press the the left hand side plus and search CollsionShape2D and press create.

Go to the inspector tab on the right hand side. Then underneath CollsionShape2D is shape, beside it when it says “empty” click it and choose whatever shape you like.

You should see your chosen shape on the screen.

Next, you need too add a layer for character scene. Press character scene first, and on the inspectors tab press collision to see layer. On the layer, press 1 and 2.

Finally, you need to add a mask to the area2D node. Press the scene, go to inspectors tab, go to collision and mask that is underneath layer. Only press number 2 on the mask section.

GODOT – Collectibles import 

Create a new scene by pressing the plus on the top, then press other node and type up area 2D. 

Then on the right-hand side to inspector tab and then go down to collision and on Mask press only number 2. 

The save scene with ctrl + s. 

The add another node and search AnimatedSprite2D. 

Then on the inspector tab, go to animation, press sprite frames and press new sprite frames. 

Then on the bottom tab, where you see animation frames in white bold text, press the button that looks like a waffle, then open your png. 

What is texturing?

Adding the main things of depth, colour, structure and detail onto a 3D model.

Just learned how to add material onto a shape by changing the base colour. I looked down at all the buttons on the right to get a pink pie circle which is the material button. Then went to base colour and changed it to orange. Plus on the top of the axis’s there are circles, I pressed the third one.

Next, just added metallic and roughness into the cube. Metallic makes the shape look metallic. Roughness makes the shape have a shiny/glossy look.

Two below roughness I added alpha which gives the shape a transparent appearance.

Six below alpha I added emission and a different base colour which gives the shape a glow.

I added new material on the top. I press the plus on the right and give it a name. I go to edit mode, select the face and a new material layer, change the base colour and pressing assign.

To add an image into a cube I go to the timeline on the bottom. I then go to the mini circle on the left and press shader editor. Then I press shift + A then search to find image texture. I then connect colour onto base colour on principal bsdf. I then uploaded the image and pressed and went to edit mode to select the whole cube then U then unwrap to cover all the cube.

WWW: Learning about adding textures and materials.

EBI: Adding a image onto a cube was a bit complex.

Game review – 15/10/24

Subway surfers

  • Level Design – Its linear level
  • Characters – Nine characters, no apparent personalities
  • Objectives – Gather coins, escape from policeman
  • USP – Its addictive game play
  • Replayability – Its endless so yes
  • Genre – Endless runner
  • Style – Cartoony and vibrant
  • Audience – Most likely boys who like endless running games who are 8 and over
  • Story – This is not a story based game
  • Mechanics – Hoverboard, jet-pack, bouncy shoes, magnet.

Creating image to tell a story – G50

9/10/24

In today`s lesson for skills practice we are told you create an image that tells a story.

Just finished my mood-board:

The story/plot is simple. A girl. Running away. Fighting parents.

My sketch:

The rule of nine

What is the rule of nine? It includes highlight, mid-tone and shadow and they never cross with each other. Highlights are for objects that are far away, the darker value is used when the objects is nearer and the mid-tone is for the middle objects.

How is this rule important? Keeps work grounded and clear. It helps differentiate between the different objects in the image.

Reviewing image: In this image the highlights are far away. The object in the middle is mid-tone and the two pillars in the front are darker.

GDD + UAL Candidate Authentication Form + Skill audits

A game design document (GDD for short) is the stages of how a game is built. It includes a tittle for each section for game overview, gameplay, story etc. It makes it easier for game developers so they can follow a set plan to develop the game and knowing what stage they are on. It provides all the details in one document.

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