This week, I made a test model of one of the characters to see how well I can model an animatronic. I think it looks pretty good for my first try. One thing that I would have liked to add is an endoskeleton, but with the way I modeled the character, I can't get it to look right. Another thing that I tried was doing the UV maps and then texturing it but it was quite difficult and I couldn't figure it out. Also, Substance painter doesn't work on my laptop at home which is really inconvenient. I want to find a way around this. In terms of the maps, I made them before I properly figured out how many characters I wanted and what they did. I probably should have figured that out first and then designed the maps around them.
This week, I modeled the map that won the vote. I think it turned out pretty well. I probably could have figured out a way to make it more optiumally instead of using 2 or 3 wall pieces for 1 long wall but I don't think it's that bad.
This week, I made concept art and modeled Bucky. I would have liked to add a bit more detail to him, but I didn't really have time, especially since I'm drawing over the model anyway. I probably could have done a bit more this week but I'm still getting used to blender.
This week, I made concept art and modeled Riley. I think she turned out well. It was pretty much the same process as with Bucky. I also made the renders of the map model to go over later.
This week, I made concept art and modeled Jerma. I don't really like how I made his body. I could have put some more detail into it but I was rushing a little because I wanted to start on the Ticket Master model and camera renders and I was worried that I wouldn't have time. If I were to do it again then I'd probably redo the body to make it look more licke a jacket. I also struggled quite a bit with the hair and I couldn't make it fully accurate to the concept art.
This week, I made concept art for and modeled the Ticket Master. I like how this guy turned out. He was definitely a lot simpler to make than the others as the only thing that I had to sculpt was the hat. Everything else was either a default shape or I altered in edit mode. Despite the simplicity, I think it's probably my second favourite model behind Breadbear. Since his design doesn't require complex shapes, it's harder to mess upp the design.
this week, I made the renders for the office. I didn't expect it to take as long is it did, but after this I realised that with the time I had left, I wouldn't have time to make every other render this level of quality. I also chose not to do the right side of the office as I could probably just reuse the left side but flipped.
This week, I made three of the camera renders. The Arcade, Closet, and Dining Area. I used pretty much the same method for all of them. I didn't do any shading though as I previously mentioned that I wouldn't have time to. To compensate for this, I added some scan lines and a darkness effect to make it look a bit less bland.
This week, I made the Parts and Service, Restrooms, and Stage cameras. It was pretty much the same thing as last week. I didn't really have any issues.
Overall, I think that I did alright on this project. I do think that I might have given myself a little much to do though. When I was coming up with a game idea at the start, I thought that a Five Night's at Freddy's style point and click game would be relatively easy to make gameplay wise, and it probably is. I just didn't really consider that I'd have to make a bunch of models for thinks like arcade machines and other decorations as well as UVing and texturing them, which I didn't really know how to do. Also, for some reason, Adobe Substance Painter just didn't work on my laptop at home which meant that I couldn't texture anything anyway. I tried uninstalling it and reinstalling it but that still didn't fix it. I realised this while I was making the models for the map which is why I chose to just draw over them in Aseprite afterwards. If I were to do this another time then I'd either choose to make it 2D from the start or learn how to UV map and texture beforehand. I probably could have also started production a little earlier too, as if I had a week or two more then I might have had enough time to add the characters into the renders and code the game. The reason I didn't is because it took me a bit longer than it should've to finish my proposal and I also got stuck on my research. Doing research is probably my weakest point, as I just didn't know what to research at times. I also didn't know how much research on each topic was enough. I remember showing some people a section of my research regarding the game's style and asking how it looked and they told me that I needed more, but I didn't know what more to add. I think this put me off of research for a while because I just didn't feel motivated to do it as it felt like I was only doing it for the sake of it. In terms of my character models, I wish I could have put more detail into them and I probably would have if I didn't choose to draw over them. I figured that if I'm going over them then I can just draw the details myself instead of spending a lot of time modelling them. With the renders for the office and the cameras, I would have liked to add more to them, but I also didn't have time for that. You can see that I shaded the office because that was the first render that I drew, but after that, I realised that with how long it took, I wouldn't be able to shade the camera renders. I did add a darkness effect and scan lines to the camera renders to try to hide this though. Another thing that I would have liked to do was make the UI. I didn't do this because I didn't say I was going to in my proposal and I wanted to focus more on my models. It still would have been cool though, and it would have let me show some of the mechanics that I had planned for the game like the vent system which could have been a separate tab on the cameras. These mechanics not being implemented is also why I scrapped a few of the camera renders. The backstage camera and the kitchen camera were going to be parts of the map that Bucky could go to and enter a vent to try to reach your office. The backstage camera in particular was also scrapped because I didn't really know what to put in there. In the blender render, it's just a control panel and the rest of the room is empty. Another camera that has a vent is the Parts and Service camera, but that one wasn't scrapped because Riley could also go in there on her path to your office. I did also have to rush my Final Product page on my sites since I only started putting it together a few days before the day the project is due on. The renders took quite a while to finish so I probably should have done those earlier, but they still turned out fine. I do wish that I was in college when I rendered the map fly through though, as I only had the textures applied on the college computers and I rendered it at home, which meant that the walls and floor were untextured and looked quite ugly.