week four – thursday 8th august
task one: independent study
After the lecture on unity and having a short demo with some pre-built scenes in unity we were tasked with either modifying these scenes or creating our own from scratch to generate three different outputs.
flaming sphere
This output was a modification of a preexisting one, in which a coloured sphere (with a trail) emitted a popping sound and slowly rotated on its x axis, the tightness in which the ball rotated speed up the closer the player got to it.
I modified this scene by changing the material and size of both the sphere and the trail, selecting a ‘fireball’ material instead. I also replaced the popping audio with a scream mp3. I tried to find a longer scream so it was less broken, more intense, but could not. I also changed the axis and speed in which the sphere spun so that it could spin and make its way closer to the ground.
I modified the terrain and created a deserted rocky landscape that the fireball would move through. I tested out different materials for the terrain also, as I found the grey not very atmospheric. I was looking for a deep black in which the player could be disoriented, the only light source being the fireball. I choose a reflective coloured glass option that gave off a sense of a futuristic or ‘other’ world, however similarly with some of the glossier materials I experimented with, the glow of the sphere is somewhat lost.
if I were you I would turn your sound down a few notches before watching this
forest environment
I generated this output from the ‘Basics’ pack, which starts with a FPSCamera and directional lighting. From here I played around with what I could do within the terrain panel and what sort of scenes I could make. I figured out to use the paint trees option I had to go and find the tree game object for the painter to apply. From here I played with density, height and size of brush. Initially I hade set out to make a swamp like environment as I couldn’t figure out how to add leaves to the trees, they were simply dead-looking trees.
Once I workout how to add leaves to the game object I played around with size and generated colour. Going back to the spread of the trees I realised they were far too close together now with the addition of leaves that the players experience would be effected. I re-painted the trees more widely dispersed and then elevated parts of the terrain to create a hilly forest landscape. I also added features such as birds in audio and grass/dirt walking audio to the player, as well as increasing their ability to climb up inclines.
However, when I went to play the scene a bunch of errors came up, and even when I tried to clear them as I did in the lecture, it still wouldn’t let me play.



Cityscape
I found it easier in this program to generate landscape scenes in which a player could walk through, rather than manipulating objects. If I were to further my skills with Unity perhaps I could add a manipulated game object to interact with these scenes.
In this output I focused on materiality and lighting to create atmosphere. I used simple cubes and duplication to create these few buildings, creating the windows using a glossy clear material that could reflect the yellow lighting. The buildings were initially a glossy black, however when I went to play with e lighting more, it became too bright, so that material was changed to a more dull rusty brown. The footpath was made glossier than a cement footpath would be normally as I thought it created a nice atmosphere where the streetlights reflect off of it, appearing perhaps as if it has just rained. Maybe in my developments I could make it rain in this scene..
I also intended on duplicating and creating more buildings to create a proper city scape.
One aspect of this output that I am proud of the way it turned out was the variation in hues and spread that were manipulated in the directional light (moon) and the point light (street lamps).































































































