Distorted Delirium Asset Design - Lianna’s Camera
So, as I mentioned in my previous blog post, I am
designing the camera for ingame use. I was going to use Maya but as time is
against me, I went with Google SketchUp (which took long enough as it was
haha).
Things I have kept in mind:
Camera Interface: I have kept the user
interface of the camera simple, a big screen for the player to view any
photographs they take in the game. There are also only a small amount of
buttons on the back, true of compact DSLR’s, so that when the player uses the
camera they aren't bombarded with buttons and left thinking “oh lord, which one
do I use?!”
Camera functions: If Lianna is in a
really dark area of the game and needs to take a photograph, the camera has an
inbuilt flash located at the front of the camera. Although its dangerous to use
the flash in the museum because it can alert monster, it wont be up to the player
to use it. The flash will go off automatically. It will usually be needed for
puzzles so the player can clearly see their photograph and its contents.
Design: I mentioned
previously that my group and I decided it would be best to give Lianna compact
DSLR. My design incorporates the simplistic interface and size of a compact
DSLR without looking like a simple point and shoot camera; this ensures that
Lianna’s character as a semi professional photography student isn't
compromised.
I am so pleased with this design! It has turned out so
well :D I am also happy with the textures although in areas they do not fit
completely and have a slightly tiled effect or you can see “seams” where they
join up but I am happy with the overall look so I don’t want to keep touching
it for fear of overworking it.
I plan on putting this into Photoshop and designing the
camera UI so that we can show how the player will be able to view their images
as well as what the buttons actually are on the camera.
I also want to layer this into one of Olive’s
environment concepts so that I can give a visual example of the HUD the player
will experience in game when using the camera.
Textures
I used a variety of different textures on this model,
both ones that I found online as well as ones from the SketchUp library.
Shiny Aluminium, used on various buttons, edges and parts of the frame: http://rlv.zcache.com.au/brushed_aluminium_texture_postcard-p239710058894107051envli_400.jpg
Rubber Finger Grip/Rest, on the back of the camera: http://www.texturelovers.com/wp-content/themes/texturelovers/scripts/timthumb.php?src=http://www.texturelovers.com/wp-content/uploads/rubbergripthumb.jpg&h=204&w=204&zc=1
Forms a part of the camera lens: http://2.bp.blogspot.com/_vSr72S7oF5o/TUgBaLRI12I/AAAAAAAAASs/oib-rMM--04/s1600/plastic.png
Main camera texture: http://www.dansdata.com/images/sc4/sc4surface1024.jpg
LCD screen on the back: http://interfacelift.com/wallpaper/details/544/green_vista.html
The glass component of the flash: http://www.architerials.com/wp-content/uploads/2011/10/ist2_486450-frosted-glass-texture.jpg
Oh wow this looks great
ReplyDeleteI'm using 3D program in class and I want to be able to do game design as well ^^
WOW! This is really an amazing and attractive post. I appreciate your posted wonderful photos. Thanks for sharing such an interesting post.
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