The Art of Clothing


Hello everyone!

Today I will talk about clothing.  Unity has a fantastic add-on for characters, allow us to create characters of all shapes and sizes, a variety of skin colors, and customized facial features. Of course, hair styles and hair colors will also be customizable. Players will be able to log into the game, create their own customized character, and play with that character in the game.

However, this could create a challenge when making clothes for the game. Fortunately, Unity’s plug-in allows us to make clothing that will fit no matter the size of the body. So a muscular character could wear the same clothing as a thin character.  This makes it much easier for the artists to make numerous styles of clothing that will fit your character regardless of your customizations.

Clothing in Legends of Aryiure will focus on the mid-medieval period style for the most part, 12th century, give or take 50 years.  Since the game world is fictional and we have a variety of cultures, sometimes we will ignore this time frame and choose clothing that suits the culture.  Our typical European medieval styles will apply in cultures that dress similar to the Sala style.  Ashes, our test world, will take place in the Bloodlands, an area highly influenced by Sala’s conquest of the area.  It will also focus on regular people, peasants, farmers, and merchants of modest means.  The inhabitants of the small village are not wealthy and they do not dress like nobles.

I have begun modeling some examples of clothing. These are high poly models we will use as the base for the clothing. Using several methods, we will be lowering the polys and baking the wrinkles and creases onto the textures. Then we will sculpt and add features such as buckles, laces, etc. to the clothing.  As you can see below, the high poly models are simple, reflecting the simple dress of common people.  Each of these are bases for other designs which we will make by adding belts, changing sleeves, adding under-shirts and gowns, aprons, and other accessories to the clothing.  I will post future pictures so you can see the progress.

The white models you see are sculpts of the actual models we will be using in the game. The actual models are rigged and animated and currently running around in their underwear on our early test server.  Hopefully soon we will be able to show you the models in actual clothing!

Here are some conceptual pictures found on the web for the male base clothing.

200px-Picture0 471329917221778179_AdjR5yG0_c slavskirmishers

Here are our high poly base models.  The colors are not textures but simply colored to make them easier to see against the model.

SimpleTunic MaleHose LooseTunic MalePantsColor

The pants/leggings will be tied with straps around the bottoms as seen in the pictures. The tunics can have a variety of necklines, sleeve lengths and hem decorations as well as added vests and leather armor.

The female dresses are a bit easier since most dresses at the time use the same basic style with added features such as ornaments, embroidery, and sleeve variations. Below is an example of a simple dress. The varied colored panels are simply to show the different parts of the model. They can be colored the same or differently. All models, including the men’s clothing can use patterns as well as plain colors.  Again, what you see here is not textured. We will do that after we use a retopology method to lower the the polygons of the garment, making it useable in our game.

aprondress_kirtle_BlueOatmealLinen_montage kirtle_GoldLinen_montage 197876977347498607_g6HygBPz_c SimpleMedDress

Hope you enjoyed our little fashion show! This is just the beginning. One thing to note, each of the above clothing models was made using a sewing method and using authentic medieval patterns.

Also, Unity 5, which will be out sometime near the end of this year, will have a much improved cloth feature that may allow us to use natural flowing cloth for our character’s clothing. No promises, since we do not know yet how improved performance will be over past clothing features in Unity but it looks very promising.  Our other option is to use meshes for the clothing and animate the clothing to move when animated as in most MMO’s.  We will keep you posted on any news we get in the future about the new cloth features in Unity.

Teila

 

 

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Musings….Girls in game development


Okay, this one is not about LoA or Adellion. It is about girls.

Today, I was browsing the Unity forums as I usually do and I found this post: http://forum.unity3d.com/threads/high-school-game-programming-girls.257372/#post-1701732

Yeah, Teila is me.  I believe I am the only woman who posted in that thread. I have seen a few women around the Unity forums, or at least I think they are women. Sometimes it is difficult to tell though because of avatars and names that are not gender-specific.

I can understand some of the things the guys said. Yes, it would be great if contests like this were not based on gender. Yes, the girls are probably getting attention because an all-girl development team, especially high schoolers is rare.  But geesh, I can’t believe the comments that were made on that thread! And remember, these guys are all game developers of some sort. Shouldn’t they be encouraging young people rather than taking offense?

I do admit to going a bit over the top toward the end of the thread, but I was trying to make a point. It appeared to me that these guys felt like life was unfair, these girls were getting a break they didn’t get, and in fact a few brave guys admitted this.

Unfair? As a woman, I know the feeling. Things are much different now than from when I was a high schooler. At that time, we were not expected to be good at math. Most of us because nurses or teachers.  I was one of only a few women in my geology classes. Most of my professors were great but I did have to prove myself to a few of them first. Once I did, my confidence soared. I felt worthy.  The guys? They were worthy until they did something stupid. 🙂  Is that fair?

I have turned down jobs as project managers of games because I felt having a woman at the helm would damage the game. Guys don’t like to play games that women design, especially small Indie games where the project manager can have a huge impact! Of course, things are different now, huh?

I love that young girls are being introduced to male dominated fields, game development included.  I work with several young people, introducing them to various aspects of game development. At the moment, I have three young ladies who are working with me on art assets. All three are talented and one is considering a career in digital arts. Working with them is a pleasure.

Over the years, I have also worked with a number of young men and I equally enjoyed my time with them.  I have to admit though, most of them preferred playing games rather than making them. 🙂

So if you have a spare dollar, consider giving a gift to the girls. I am not sure how popular their game will be and it seems geared more toward younger children, but they did this on their own. They designed, organized, presented, are working with artists and programmers, and are securing their own funding. They have help from a small educational software company but they appear to be deeply involved. Boys or girls, young people engaged, gaining skills and confidence, I am all for it!

Here is the IGN article that started the thread: http://www.ign.com/articles/2014/07/16/7-high-school-girls-are-kickstarting-their-award-winning-rpg-the-hole-story

And here is their Kickstarter campaign: https://www.kickstarter.com/projects/2020158234/girls-make-games-grand-prize-winner

So, a little love for the girls and their game: The Hole Story!

Teila

 

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A few more screenshots…


Hi everyone!

A request was made for a few more terrain pictures so here you go! I am in the process of playing around with the fog and other effects. Enjoy!

Green

Valley

Windy

AlongtheRoad

The blades of the windmill turn! I will have to add some videos later this week.

Teila

Posted in Chapter 1: Among the Ashes, Legends of Aryiure, Pictures, Screenshots, Terrain, Unity | Tagged , , , , | Leave a comment

A different sort of post….some amazing environmental assets!


I was browsing the Unity Asset store today and I thought I might share some of the better ones with you. Unity’s asset store is one of the benefits of using Unity as an engine. The store is mature and the developers are tested. They continuously add new assets and update the old ones. Some of their assets are as simple as a nice model, others are actually plugins to the Unity engine that add features and/or increase productivity.

Here are a few that we are using or plan to use in the future. I will post links to videos where I can.

Big Environment Pack by Philipp Schmidt:

This pack has provided us with beautiful trees and vegetation for our terrain. The video also uses some of the special shaders and special effects available in unity. Everything you see here, vegetation, props, buildings, rocks, etc., are all included in this pack. Philipp has several other packs that we plan to acquire in the future for other environments, such as the Sakoian desert and the Aethan’s islands.

Packs by Michael O:
Medieval Village and Medieval Environment

I have used a number of items from these packs, mostly building and prop models but also grasses and rocks. They do require a little more work and special effects to look their best but are usually worth the effort. Many items from these packs will be fantastic for the various towns in the Bloodlands and Sala.

Of course, what world would be complete without water?
Our testing terrain which will be used for Ashes is using an asset called Water+ by Golden Zebra Software. I don’t have any nice videos to show you right now but it looks very good as an animated river. However, we will need something more expansive and realistic for ocean water. Caeril, other coastal cities, and the Aethans will need ocean water. A future acquisition will include Suimono, a fantastic asset that creates realistic looking water with buoyancy, shoreline waves, and underwater effects.

The latest version of Suimono is currently in beta but should be finished well before we need it for our shorelines.

I have also used a variety of smaller asset packs, such as Robin Schmidt’s detail plants shown here:
DetailPlants
These look wonderful in a forest beneath the towering trees.

Future packs that we plan to use include Unistorm, an asset that creates weather and a night day cycle. It also triggers NPC reactions to the time of day and weather. An NPC farmer will come in from the fields if it rains and a shopkeeper will head home in the evening. It is a very cool pack and I can’t wait to see it working in our game.

Of course, most of the scripting and coding will be made from scratch but Unity’s assets can help us speed up development. NGUI is a fantastic GUI creator that allows to plug in our own art assets to make interactive and amazing GUIs.

In the next post, I will describe some of the props, animals and characters we will be using in the game along with some pictures.

To close, I am adding a couple of new terrain photos for you to enjoy. 🙂

GrassView

PastoralScene

Teila

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More Terrain!


I feel as if I have been doing terrain forever! Part of me is itching to do something else but I want to finish one job at a time.

Anyway, here are a few more pictures along with some notes on my progress.  I am trying to emulate an open hilly plain, similar to Ireland or the open areas of England, similar to this photograph:
English Countryside

I also wanted to add a rocky area for resource gathering as well as a river valley.  I finally added trees, in clumps like you might find in such an area but I am not entirely happy with them.

Here is an overview of the terrain showing the river, hills and some trees.

View

The detail of the terrain has been enhanced by the use of color maps, which underlie the terrain textures.  You can also see the use of bump maps which enhance the shadows giving more definition to the eroded hills.

Detail

I may change the forests from small clumps to a few larger ones at lower elevations. Not sure yet but here is a close up shot of one of the forests with undergrowth.  I wish you could see the animation in this picture.  The trees shake in the wind sending dappled light onto the forest floor. Very pretty!

Forest1

I also added some patches of reeds along the river banks. Again, it is a balance between too much detail which lags the game and enough to look nice.

Rivershore

Another shot of the river, this time revealing the quarry rocks high above the valley.

RiverShot

My favorite part of level design is making all the little details. I haven’t been able to do much of that so far but did spend a small amount of time playing with the quarry.

Quarry

Quarry2

Now I need to scatter some rocks and stones at the base of the quarry, a few carts, and some tools and shelters for the stone cutters.

Unfortunately, I need to work on roads before I can play with more detail but hopefully it will happen soon!

On the other end of things, we are moving ahead to ready our Phase 1 Alpha, Among the Ashes. The programmers are refining the networking for this specific phase and we will be adding the features we need to get started.

Also, we have added a new artist and I will introduce her to you in a future blog. 🙂 Her enthusiasm is contagious!  Oh, and she loves the Aethans!

Teila

 

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Terrain Process


Hello everyone!

It has been a while. I have putting off posting here until I had something new but today, after reading a nice post on the Unity forums about motivation and creativity, I decided I would start posting my process rather than wait until it is done.

As those of you who visit our forums know, we are working on an alpha version of the mini-game that will eventually lead us to building Caeril. Our process is to build an area of the Bloodlands and use it for testing while the testers play a small mini-game. By mini-game, I do not mean checkers or dice rolling, I mean a mini version of our full game.  We will add features as we move through our mini-game series allowing each set of features to be fully tested before moving on.

Our networking and MMO engine will be developed by a third party and are in testing right now.  The projected date for the networking is sometime in the late summer/early Fall, although development plans can be stalled, even with the best of intentions.  So I wouldn’t count on that date. Sometime in the near future though I predict. 🙂  On top of the MMO engine/networking solution we will be creating our own stats, skills, etc. so no worries that our game will be some generic kit game. We are already starting that process. I will discuss all that as well as plans for character creation, Unity’s graphical updates due this Fall and other interesting tidbits in later blog posts.

Today, however, I want to talk about terrain creation.  Unity has some major issues with their terrain. It is well optimized and looks good when lighting and shaders are applied, but it can be a chore to create a decent and realistic looking terrain.  I have used several third party applications.  My height map was built in World Machine and I used Terrain Composer, a Unity Asset, to place textures, grasses and trees.  Water+, another Unity asset was used to make realistic water.  I am pretty happy with the results.

My goal was to create a river valley surrounded by hills.  We need a rocky area to provide building stones and a scattering of small forests for wood and herbs.  Resource gathering will be an important part of our Phase 1 Mini-game, Among the Ashes. 

The picture below is an early rendition of the terrain. I have not yet added grass or trees, other than a bit to build up a nice scene for you. My next step will be to add the shaders but I want you to see it before the shaders are added. 

Image

In this photo, you can see the effects of erosion added to the hills by World Machine. You can also see the river water, which looks even better when in Game Mode. In the background, you can see a rocky cliff. An extensive quarry will be built near the cliff.  The terrain does not yet include shaders and is lit by a direction light, showing the terrain shadows and normal maps.  I have limited the number of textures but using Terrain Composer, I could mix the edges giving me more detail. I also plan to use a Color Map which will give us more variations in shading beneath the ground textures.

 

Below are a couple of pictures that show the river. The looming cliff is clearly seen in the first picture.  The second shows the lighting and reflections of the sky on the river.  Both of these are taken in Game mode, which means the game is running while they are shot. The lighting and textures look nice in Game mode. Again, you can see the fantastic erosion features of the World Machine height map.

Image

Image

Now it is time to add vegetation, including grass and trees.  Grass will be added as both meshes and billboards. The difference is that billboards are flat and very low poly compared to a mesh. They work well when you want a dense patch of grass that looks good from all angles. Mesh plants are best for smaller clumps, less dense and for plants that are more complex.  Trees will be added as meshes but Unity’s optimized terrain system turns them automatically into billboards at a specific distance from the character controller. This allows us to add more trees.

Another point about the terrain….This terrain consists of 16 individual terrains, each one stitched together. This allows us to use a larger terrain. As the player moves across the terrain, the individual blocks will be rendered, again allowing us to optimize the terrain, adding more trees and objects, without a huge load on your computers or the servers. We can change the settings to make them look good while still maintaining acceptable frame rates. The Ashes terrain is not a massive terrain but is approximately 2 km square. We can easily add on to this terrain by adding additional blocks and even add these extra areas to our World Machine height map. In this way, we can grow our world for additional phases of the mini-games and eventually add Caeril…and even the other cultural lands.

Thanks for sticking with us and please tune in for more blog posts. I will add some more pictures regularly as I build the terrain. Due to the frustrations of using software of any kind, this could be later today or if I am unlucky, it might be tomorrow or the next day. Hopefully, not much longer.

Teila

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Among the Ashes


Hello,

Real life does seem to get in the way, doesn’t it?  Well, we have been working as much as possible in between all the drama life brings and we have some exciting new changes.

If you are following our forums, you know that we will be building a mini-game based on the Legends of Ariyure world and lore.  The mini-game will allow us to test our features, systems, terrains, skills, animations, etc. within a smaller context.  To further aid us in this endeavor, we will be releasing stages of the mini-game to our fans through the forums.

Phase 1 is now in production and will feature a ruined village.  Players will gather in groups of six in smaller instances to rebuild the village and survive.  A handful of essential skills will be tested as well as other features of the game. The server will be persistent so players can come and go once the server is active.  The village will be located on the plains of the Bloodlands with plenty of opportunity to explore, hunt, fight bad guys, meet new and interesting NPCs, and of course role play.

As we add new features/skills, we will also add new NPCs who will help to introduce new lore and skill items to the game.  More things will be added to the terrain and new missions/quests will open up new areas. The six player limit will gradually be eliminated as we test load.  We do not anticipate any issues with adding more players but we feel the early versions of the mini-game will be less challenging with more players.

The eventual goal is to introduce players to Caeril, the great city in the Bloodlands. Everything we test in the mini-games will help us to create Caeril.  Doing it this way will allow us to have community imput as we build, be much more fun for the testers, and also allow us to gauge interest in various aspects of the game.

As a small treat, I will give you a picture of a few new art items created by Himela, one of our artists and a former member of the Adellion fanbase.  Some of these items will be featured in Among the Ashes (a working title that may change), the first phase of the mini-game.

Fishing Skill Items

Fishing Skill Items

Thanks and please feel free to comment here or on the forums.  We welcome your suggestions.  My next blog will be about the timeline and where within that timeline we should set our game.  Pirates could return to Legends of Aryiure if you let me know you want them back!

Teila

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Shaders, bumps, and speculars…


Sorry for the lack of updates! It has been a crazy couple of weeks.

I was sick with this nasty chest cold and had no desire to do anything but watch old movies on TV. Then we took off for Miami to meet John (Crydee from Adellion).  I have worked with John for almost 10 years but we never met. Of course, there is an ocean between Florida and his home in England.  John was embarking on a transatlantic cruise from Miami and asked us if we wanted to have lunch! Of course we did..so in spite of the 5 hour drive, we had a delightful Cuban lunch in hot and humid south Florida. It was wonderful to meet John and discover he is as nice offline and online. 🙂

Now that I am home and feeling better, I have been working on the level design for Caeril as well as creating some simple 3d artwork we can use as placeholders. We may be able to modify them for use in the game but we will worry about that later. I am discovering that I enjoy creating 3d art. I have learned so much about creating textures, adding bump maps, UV mapping, polygons, and lots of other useful tidbits of information!

I would like to share with you a drawing made by Ben Smart, one of our concept artists on the team.

Sketch of Caeril

This sketch illustrates how I envision Caeril..a city of simple plaster buildings and tall towers around plazas.

Here is a screenshot of a middle class block I built. This is taken in the game and in Caeril. You can see the walls in the distance. As you can see, I have replaced textures and added bump maps and specular maps. This gives even simple buildings interesting textures and designs.

A close up of the wall shows the beautiful textures. T3d allows us to show of those shaders! You can’t see it as well in the pictures, but the light glints off the stone on the top of the towers.

On the programming side, Dennis should finish with the final touches on the chat system this weekend. He would have been done already but I had him add a few things. 🙂

Please check the forums if you would like more detailed news. Our team members often share pictures of their work with the forum members so be sure to sign up. I know it sometimes seems like we are crawling along, but things are getting done!

Teila

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Player Shops


Ahh, the joy of owning your own shop! No more hawking on the street or throwing away good profits by renting a market stall! You have now come to the point in your profession where you can afford a shop!  You can also live above your shop if you wish, allowing you to sell your small house or stop paying rent to some slum landlord.

Shops in Caeril will be available in several different sizes, allowing you to choose which one suits your particular needs.  If you choose to live above your home, you will find a decent and adequate living space for you and your family.

The nicer shops lie closer to the Central District of Caeril and cost more. But if you don’t mind a shop in one of the Enclaves (and you will need to meet certain requirements to do this) or a shop a bit off the beaten path, then you will pay less. Smiths and those who need special accommodations but do not wish to use the public forgers or Guild forges will need to look beyond the city walls or in the dock area of town. Fire is a huge concern in medieval cities so forges require special permission and permits.

Below is an example of how some city shops with two-story homes above might look in the game. Owners can choose to enter their shop or their home from the doorway. Patrons can only enter the shop when it is open and will need invitations to the home above. These pictures are concept art, not game shots.

A street view of the shops and how they might look to a player who is in first person view. Again, this is concept art.

The city will have a limited number of shops available and they will not be cheap to buy or maintain. Only those crafters and merchants who are skilled in their trade will be able to afford them.  Players of lower skill will be able to use market stalls or sell their wares on the street. They may also work out of their home and sell directly to their clients.  The advantage of the shops will be more storage, an NPC shopkeeper for offline hours, and a method for other players to leave notes for offline merchants and crafters.

Shops will also be available outside Caeril, possibly in areas that grow up outside the walls as well as in other towns or villages.  These will be less desirable so therefore, less cost.  The goal is to make sure players have a market for their goods so moving out into Dynris or Erana and into smaller villages will create new markets.  Eventually, expansions will add more opportunities for the game’s merchants and crafters as the player-base grows. Remember, the player economy is one of our main features so we will make sure it is well conceived and well tested!

Teila

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So fine to be Noble!


So let’s say you play Legends of Aryiure and you have a lot of money to spend. You want to upgrade from your lowly middle class townhouse. How about a palace..or as the Italians call them, palazzo!

Palaces will be the domain of the nobles and possibly very rich merchants, if they are lucky. In Caeril, these lovely homes will reside along the largest plazas, complete with fountains.  Like the other player owned properties, we will create a few models and use textures and ‘facades’ to make a variety of house styles. Some will be townhouses, others individual buildings. These are conceptual designs, not the actual models and will be used to give the artists ideas on how to create them for the game.

Next up, player shops!

Teila

Posted in Caeril, Concept Art, Legends of Aryiure, Pictures, Player Housing | Tagged , , , , | 2 Comments