This week, I want to make a practice model to get a feel for how to make the characters before I actually make their final designs. I will be using blender to do this as it's the software that I have the most experience with. I will also be making some concept designs for a map since I need to get that modeled pretty quickly as I said I'd start making it in my time planner this week.
I started out by adding a cube in blender. I switched to edit mode, right clicked, then subdivided the cube a few times until it had enough polygons to work with. Then after I got the correct head shape, I cut it in half and added an eye hole and an ear hole. I only made half of the head because I want to experiment with the modifiers and try the mirror modifier.
Here, I used the mirror modifier to mirror the head so that it's symmetrical. There is a small cut visible at the bottom of the head but it will be covered up by his nose part later.
I added a cube, subdivided it, then used the sculpting tools to make it concave so that it's in the mouth shape. I was going for more of a hinge jaw for this one as I wanted it to be more reminiscent of FNaF 1 Freddy rather than using a piston jaw like Fredbear or having the mouth on the front like the Toy animatronics.
For the teeth, I just got a cube, shrunk it down, then copied and pasted it around the edge of the mouth. I did it around the left side first, then copied and flipped it for the right side.
I added a sphere for the eye, duplicated it, then halved it and made it a bit bigger. I added smaller spheres for bearings and added cylinders at the back of the eyes. I added these extra parts because I intended on making an endoskeleton but changed my mind later. I did this because I realised that this is just a test model and I don't need too much detail. It's just about getting the outer shell right.
I added a cube, stretched it into a rectangle, then put it on the mask for the eyebrows.
To make the hat, I added a cylinder on top of the head for the rim. I then extruded it from the top to make the rest of the hat shape. I also went into edit mode and selected the edges at the top to bring them out a bit to give the hat a bit more shape.
I added a sphere and flattened it. I then flattened one side to make the flat base of the ear. I used extrude to move some of the faces inward for the inside of the ear. I also added a cube that's supposed to go into the head and connect to the endoskeleton head since at this point, I still intended on making an endoskeleton.
I used the mirror tool to get another ear on the other side. I did try to just duplicate and flip it, but it kept rotating at a weird angle when I flipped it and I couldn't get it to stop. I don't quite know what the issue was, but I solved it by just using the mirror modifier instead.
I added a cube, subdivided it, then sculpted it into the shape of the snout. I opted to do this instead of extruding it from the head because I didn't feel like I'd have enough polygons to work with and if I wanted more then I'd have to subdivide the entire head which wouldn't be very optimised. It was just easier to use a separate object. After this, I used a sphere sculpted into the shape of the nose and put in on the snout.
 I added a cube, subdivided it, then added arm holes, and also some holes at the top of the body for the neck and the bottom for the pelvis.
I added a sphere then sculpted it into the shape of the pelvis and removed the faces at the top so that you could see the endoskeleton inside. For the leg, I got a cylinder, subdivided it, then bevelled it to try to make it look more rounded. There was probably a more optimal way to do this, but I don't think it's too much of a problem. For the shoe, I got a cube, subdivided it a few times, then tried to sculpt it into the shape of a foot. I also added a hole in the top for the endo to go in.
To make the vest, I duplicated the body and made it slightly bigger so that it was sitting on top of the other one. Then, I deleted a bunch of faces at the front of the body to try to get it into a vest shape. I cleaned up the edges left behind with the smooth tool in sculpting mode and that was the vest done. I originally considered making it from scratch but I just figured that it would be easier to do it like this. For the bowtie, I added a sphere and then put a cube behind it. I then subdivided and sculpted it into the shape of the bow with the move tool. I wanted it to look a bit more fancy after I was done so I added some tassles to the bowtie using 2 flat planes that I just extruded.
I used the same method as the legs to make the arms. For the hands, like the shoes, I just used a subdivided cube that I sculpted. The fingers are just some cylinders that I subdivided. One problem with them though is that they're all one object. With the way that I'm rigging them, if I want the fingers to bend then I'd have to make them at least 2 objects. I didn't really think about this at the time so if I do end up rigging him then I'll have to try to keep the fingers out of focus.
I had several ideas for maps that I decided to make but I wasn't sure which one I liked the best. Since I couldn't make up my mind, I put out a microsoft form for people to answer so that they could vote for their favourite map. As you can see, map 4 won by quite a landslide.
This map was heavily inspired by the original FNaF 1 layout. I did try to add more to it like the arcade and break room but at this point, I didn't really know how to design a restaurant. I did look at real life restaurant layouts, but I didn't really see a pattern. Obviously things like the kitchen were connected to the dining area, but aside from things like that, I just kind of randomly chose where to put places.
For this map, I wanted to make it a lot grander, like some big budget location. With the time constraints and how big this map is, I was hoping that it wouldn't win. I think it's my favourite out of the bunch but It would definitely be way too much for me to do. If this did win, then I'd have to make 24 different camera renders and at that point, I probably wouldn't even have time to make anything else.
I'm not sure what I was doing with this one. I started with the dining room and just built off of it but I don't think it would really be a practical design. I also realised that some of the rooms would have no purpose in gameplay like the 6 party rooms at the top. Since they aren't on your path, there would be no reason for the animatronics to even go there. This is definitely my least favourite of the 4 maps.
I tried to make this one a bit more unique. For example, the stage isn't just at the top like the others, its sideways. I tried to make it look more like it could be an actual restaurant and then I adjusted it for gameplay. Unlike the previous one, most of the rooms lead to your office so that the animatronics are always advancing. Overall, I like this one quite a bit and I'm glad it won. I would've been happy with either this one or map 1 winning.
I think that I got a good amount done this week. I didn't really stick to my time planner though. In that, I said that I wanted to make modular pieces for my map, but I didn't really take into account that It would take me this long to start my production. I'll likely not be sticking to my time planner throughout this since I'm a few weeks behind on what I wrote that I would do.
This week, I wanted to make my map. I think it takes priority before everything else as I need a map for my renders.
Since map 4 won, the first thing I did was import an image of the map into Blender to use as a reference. I got a flat plane and extended it to fit the size of the map to be the floor.
Here I added a texture to the floor by finding an image of a checkerboard pattern and applying it in Blender's texture editor. After this, I adjusted the texture's size to that the entire map isn't just 4 tiles. I don't really know what much of this means. I had to follow a tutorial to do this.
For the walls, I got a cube, made it into a rectangle, then I applied the textures the same way I did with the floor in the texture editor. I would have liked to figure out a way to make it so that the texture extend along with the wall so that I didn't have to use like 4 wall tiles in one long wall but it shouldn't be too unoptimized. I also added some doors with just a basic cube and put it in the gaps where there should be one.
I decided that I wanted the office gameplay to be reminiscent of FNaF 1 with the doors as it is a relatively simple mechanic to make and for the player to understand. The door itself is just a simple cube and the lever to open and close the door is made of 1 cube and 3 cylinders.
From here, I decided to take a different approach to how I make the game. Instead of it being a full 3D game, I decided to go for 2D using the 3D assets as reference. I thought this would be a better decision because it would mean that I wouldn't have to UV and texture everything as I don't really know how to do that, and it also helps with keeping consistency as one thing that I struggle with is drawing things like characters consistently. It would also mean that I don't have to make seperate renders for every possible combination of animatronics on the cameras, instead I can just draw the background and characters once and then overlay the animatronic sprites on the cameras depending on who's there.
Here is a table that I modeled for the dining area, It is pretty simple, only being made of 5 stretched cubes. I'd like to add more detail to it, but I don't really know what else I could add to a basic table.
I added some chairs to go with the tables, only being made of cubes too. I wanted these to be like big party tables that could have around 8 chairs, but I think I made the chairs a bit too big for that so we only get 4. It isn't that big of a deal anyway, as party tables would probably be in party rooms, not the dining room.
For the stage, I added a big rectangle for the platform and several cubes for the stairs. this is probably the most efficient way to do it. For the curtains, I added a 2D plane and subdivided it so that I could stretch it out. I could definitely put some more detail into these like creases, but since I decided to draw over all this anyway, it felt pointless going through all that.
I finally added the tables and chairs that I modeled earlier. Unfortunately, I couldn't make the big party room tables because the rooms just arent big enough to contain them.
I added a chair, desk, fan, and a vent to the office. Since I'm going to be drawing over this, I didn't put too much detail into the fan. You can also see the 3 cameras above the chair. Those are for each direction the player can face so I can make renders of each direction. There is also a camera under the table as I plan to add a hiding mechanic. I also rigged the levers so that I could animate them flipping. I probably could have just merged the 3 cylinders into one object and rotated it manually. but it only took like a minute to rig anyway so it doesn't matter too much.
This is the prize counter in the arcade. I used 2 cubes for the counter, then I made it thinner for the entrance at the side. I also just used 3 rectangles for the shelves.
To make the arcade machine, I used a cube, subdivided it, then used the extrude tool to push the faces in to make the screen area. I then used extrude again to pull the front bit out to give it more shape. The buttons are just some small cylinders and the joystick is just some spheres. These could probably look a bit better, but they'll do.Â
I pasted the arcade machines down in rows to fill out the room since I didn't want to have to model a bunch of other arcade games.
Here I added one of those football games to add something more than just arcade machines. I used some spheres for the players.
I chose this game to make because I thought that it wouldn't be too difficult to make. The only real time consuming part was just trying to line up the players with the rods that they're attatched to so they don't look weird.
I chose to add the camera in this room at the back, since I wanted to be able to get a full view of the room. I also added a ball pit to the back of the room. The barrier is two long cylinders and the balls are just default UV spheres. I just pasted them all over until the pit looked full from the camera view. I didn't bother filling in the whole thing since you'd never see it anyway so it'd just be a waste of time.
For the shelf, I added a cube then deleted everything but the edges. This is based off of those steel shelves that are often in things like storage areas and have lots of supplies on them.
I added some flat planes inside for the individual shelves since it's more optimized than using cubes.
I added a broom in the corner using a cylinder and cube. I honestly wasn't sure what would be in a supply closet other than cleaning supplies so after this, I'm going to add a bucket.
Here I added some lockers and monitors behind the player in the office. This was so that there was something to see when you were hiding under the desk but I ended up deciding to scrap that mechanic. You can see a few of the decorations from the side view though so I decided to keep them. I also moved the desk forward closer to the wall and moved the vent up to the top of the wall. I did this because I felt like the player was too far back to see out of the door properly and also, the vent would be harder to see behind the desk.
I used the office table and made it longer to put in this room to be a table that they'd mess with animatronics on. I also just copied and pasted the shelves from the supply closet and put them here as I felt like they'd fit.
I decided to finally add all the cameras here after the arcade camera being the only one. They are a bit hard to see but they are highlighted in orange. I added them in all the spots they were in on the map that I drew.
Here I just added some rectangles for the kitchen counters and the ovens. I didn't really know how to model them so I just figured that I'd add all the detail in the drawing afterwards. I wasn't sure what else to put in here.
I think I did some pretty good catching up this week. In my time planner, I wrote that I wanted to make the props for my map. I kind of combined last weeks plan with this week and just made the entire map in one week which I didn't expect myself to do. I did cut a few corners with the models though since I don't really need to put too much detail into them so that's probably a contributer to why I got this done so fast but I'm still happy with it.
I decided on the types of characters that I want in my game. I want one for each door, one that requires the vents, one that requires the camera, and a threat that exists in the office alone.Â
I decided that I wanted this guy to be an animatronic in my game since I already have him modeled and I think that he looks good. I don't want to just make the FNaF characters though. I want to make different animals. Because of this, I had the idea to make this guy look withered to make him seem like he's part of a different set of animatronics to make him a bit more interesting. I just used edit mode to add some holes and smooth them out in sculpt mode. I also decided to rig him since he's part of the cast now. I did forget to take progress screenshots but I'll make a short rigging process model later to show how I did it.
This is what the final rigged model looks like. I think it's pretty good for my first proper animatronic model.
I forgot to take progress shots of rigging the Breadbear model so I put this model together quickly to demonstrate how I rigged it.
The first thing that I did was add an armature to the scene and position it at the pelvis as this is going to be the main part that everything stems from.
Next, I switched to edit mode and dragged it to fit across the body. Normally, you would only have it at the pelvis and then extrude it to make a seperate bone for the body but I didn't have them seperated on this model so I couldn't.
After this, I used the extrude tool to make a bone for the neck and the head.
Next, I extruded from the top of the body and used alt+p and selected disconnect bone and moved it down to the arm.
From here I just extruded it at each joint. One bone for the upper arm, one for the lower arm.
Next, select the parts that you want to connect to the bone. Here I chose the upper arm and the shoulder part, then select the armature and switch from object mode to pose mode.
Now, with the bone you want selected, press ctrl+p and select bone to pair the objects to the bone.
Now you can use pose mode to move everything around once you've paired every part to its respective bone.
This is the first rendition of Bucky's design. I originally wanted him to be a bear but since I already had one, I changed it. I decided to make him a beaver instead since I wouldn't have to change his design too much. All I really changed was adding buck teeth to him. To play into Breadbear not fitting in here, I decided to make him look a little different in terms of how he's put together. Instead of having a hinge jaw, His mouth is just on the front of his head, similar to the toy animatronics in FNaF 2. I also wanted him to have ball joints between his limbs instead of an exposed area where the endoskeleton is visible, also similar to the toys in FNaF 2. I also did this because once again, I didn't want to model an endoskeleton.
I wasn't sure what colour to make his suit but I chose red because I thought that it would go well with the brown. In execution though, I think another colour would probably be better. I also think he still looks a little bit too much like a bear.
To make this version, I added a new layer and turned the previous one transparent so that I could draw over it to try to make his design look a little more appealing. I added buttons on the suit and made him more fluffy. I also added some visible ball joints at his shoulders. I also removed the shoulder pad things since if the animatronic has ball joints, I'm not sure they're really needed. I also made his mouth part less big and square because I think him having a bigger mouth is part of the reason he looked like a bear.
I wanted to try out a different colour scheme so instead of having a red suit, I tried blue. I also just made his overall palette a little lighter to make him more appealing since he is supposed to be a mascot. I do think that these colours look better, but I still want to tweak them a little bit and also draw over him again since I still think he looks a little weird.
This is the final version of his design that I'm making. I made his bow tie more puffy, made his lapels look a bit more detailed, and I added buttons to his shirt. I also removed the ball joints from view since that's not where they would be. They would be more inside the body and less visible. I also added some puffy hair sticking out from under his hat as well as just making his fur more round and puffy in general. I want him to look friendly while also still keeping a bit of creepiness with the dead stare.
I liked the blue colour scheme from the last design so I used it again here. I pretty much used the same colours here, just less bright since in the previous one, his coat kind of looked like it was glowing.
Since this is the final design, I want to go a bit further than just colouring it in so I also decided to shade it. The shading isn't really too complex, but it doesn't really need to be.Â
I also decided to add lighting. This isn't how I'd normally draw the lighting, but I wanted to experiment with the style a little. I think this method of lighting could look good if it was toned down a bit and wasn't everywhere. For my next character concept, I'll probably try to do that.
I started out with a cube that I plan to turn into the head.
I went into edit mode and subdivided the cube a bunch to give myself a lot of faces to work with.
I shaped it into the general shape of his head by primarily using the drag tool in sculpt mode.
I used the solidify modifier to add some thickness to the head. I then made some holes in it for the eyes.
I added a screenshot of the art I made to use as a reference for making the head. You can see I lined up the eyes properly and adjusted them. I also added the fur.
Next I added his mouth. I used a sphere that I subdivided and sculpted into the shape of the snout for the top part. The bottom was pretty much the same process just without the dip in the middle
I used a cylinder for the hat and a smaller stretched out cylinder for the brim.
For the hair, I chose to just use some sculpted spheres. I considered shaping them from the head like the fur, but there weren't enough polygons for it to look right, so I just used spheres.
I added a flat plane inside the head for the white of the eyes. I also used some flat planes for the eyelids that can be moved up and down for expressions. The pupils are just 2 stretched spheres floating inside the head. I decided to do the eyes differently because I liked the cartoony style that I did the concept art in. I wanted to try to adapt that to 3D so I ended up doing this with the eyes instead of having them be like proper animatronic eyes. Also, because the pupils are inset, if you look at him from different angles, it looks like his eyes are following you, which I think is a pretty cool creepy effect.
I got a subdivided cube and sculpted it into this shape for the body. I probably could have sculpted it a little better if I had used the entire concept art image for reference instead of just the head and I don't know why I didn't. I guess I just didn't think about it while I was making this.
I used a sphere and a cube to make the bowtie in pretty much the same way that I did Breadbear's. I also added his buck teeth since I forgot to do it earlier when I was modeling the mouth. I looked at some images of Beavers and their teeth were pretty much just square so I made them look like that.
I used some subdivided flat planes for the lapels on the suit. Depending on which way I look at it, the planes randomly flicker black. I'm not sure what causes this but I tried to use a cube to make them to fix it but it looked horrible and it was really difficult to sculpt such a thin object so I just went back to the planes.
I added a loop cut to a cylinder and extruded it to make it bulkier in the middle rather than bevelling the entire thing like I did with Breadbear. I then used some spheres to make the ball joints and put them between the arm pieces.
I used a cube for the hand and the same method of cylinders and spheres for the fingers. This time I made sure to make the fingers segmented unlike Breadbear so that I can actually pose them.
I duplicated the arm, flipped it, and moved it to the other side.
I copied the body, flipped it upside down, then shrunk it for the pelvis. I had to sculpt it for the 2 dips where the legs will be. I figured that it would be easier to do this since if I flip the body then the base of the body and pelvis would be the same width and match up.
I duplicated the arms and flipped them so that they're vertical for the legs. I did this because it's just easier than remaking them from scratch. The feet are some cubes that I shaped in edit mode. I used pretty much the same method as with Breadbear but I probably could have put a bit more detail into them.
In this weeks time planner, I wrote that I was going to make reference sheets for the characters to use as references for the models. I did kind of stick to this, but not in the way that I was originally intending. Instead of making all the references in a week, I just made one and then made the model. I probably should have just made all the references together to try to keep things consistent but it shouldn't be that big of an issue. I'll just have to crank out the models in these next few weeks.
For my second character, I wanted to keep the theme of buck teeth. I ended up deciding on a rat since It's one of the first animals that I thought of. I started by making a rough outline of the character and messily drawing on the details since this is the first rendition.
I knew I'd be redrawing her but I chose to colour her in anyway just as a test to see what looked good. I ended up landing on this colour palette for her. I like the red because I think it goes well with Bucky's blue colours, but I think it's a bit too dim. I'm also not sure about the grey for the dress and I'll probably change it.
This is the updated outline. I chose to make the outline a bit thinner than the last one because I thought she looked a bit compressed. This will also allow me to put more detail into her. I pretty much went over the old one like I did with Bucky and tried to make her look better. I didn't really end up changing much about her design as I was already pleased with how it looked. I just made her shoes a little less square.
I decided to go for pretty much the same colour pallette but I changed the dress from white to black because I thought it looked better. I also made the red a bit more saturated.
I added the shading and lighting. I also made sure not to go overboard with the lighting like I did with bucky. I think this one looks better personally. I like her design.
I started making this model by adding the concept art that I made in Aseprite into Blender. Since I made bucky look a little messed up last time due to not using a reference for his body, I made sure not to make that same mistake this time.
I started by adding a sphere for the head instead of a cube like I did with Bucky. I'm not too sure why I didn't do this with him.
I subdivided the sphere and sculpted the hair and fur. I tried to make the hair from the head like I originally did with Bucky but I think it looks a little off. I didn't change it though since I'm not sure how I could. With bucky, the spheres work fine for the hair, but Riley's hair is more complex so I can't really use that same method.
I added a sphere in the general position of where I want the mouth to be.
I sculpted it into the right shape. I could have made the reference appear on top of the model and made it transparent to be able to see it better but it didn't cross my mind at the time.
I added a smaller sphere for the bottom lip of her mouth.
I added a cube and used a loop cut to add a seam in the middle. I then used edit mode to shape it into the teeth. I wanted to make her teeth a bit sharper than Bucky's since some images of rats that I looked at had more pointy teeth.
Pointier than the squarer teeth that beavers have.
I used 2 cylinders for the ears and bevelled the inside so that I could extrude them in to make it look like the ears go in.
I added a nose using a sphere that I sculpted and deleted some faces to make the eyes. With Bucky, I just selected the faces to delete the space for the eyes. It was a bit difficult to do that here because since I made the hair from the head, the polygons weren't perfectly mirrored. You can see that it makes her eyes look a bit wonky. It isn't super noticable though so I hope it's fine. I used the smoothing tool to get rid of the sharp edges around the eyes and then I shaped them.
For her pigtails, I used a sphere with the drag tool in sculpt mode to make it look like pointy bits of hair. I also used a cylinder to be like the bobble used to tie them up. It's a bit hard to see from the angle of this screenshot though. I also added the 2D plane in her head for her eyes to be in front of but I forgot to put in the pupils.
Instead of using one shape for the body, I instead chose to use two for the upper and lower half as I think it looks better and is also easier to work with as I can edit them seperately.
I used cylinders with spheres for the joints on the arm like I did with bucky. Unlike Bucky though, I didn't add a cut and expand the middle. Instead, I did what I did with Breadbear where I bevelled the edges and shrunk them.
I moved her arm into a T pose position to make it easier to work with and rig later. I used pretty much the exact same method of modelling the hand as I did with Bucky by using a cube for the hand and cylinders with spheres for the fingers.
I duplicated the top part of the body and made it a little bigger so that it appears on top of the old one. I then deleted some faces to make the straps of the dress. This is similar to what I did with Breadbear's vest as I believe that it's the easiest way to do it and I think it looks better than If I were to make it from scratch. I also extruded from the bottom to make the dress part longer to match with the reference image.
I added some frills to the shoulder pieces using 2D planes and then duplicated the arm and flipped it for the other side.
I used spheres and cylinders for the legs. I made the bottom part of the lower leg a bit thicker though to more match the sillouette of the drawing. The foot is a sculpted cube, much like Bucky and Breadbear.
I duplicated the leg and finally added some spheres for the pupils since I forgot to do that earlier when I added the 2D plane in the head.
This is the rig that I made using the same method as the example I made earlier when demonstrating how I rigged Breadbear. I didn't choose to rig the eyes because like with Bucky, her eyes always look like they're following you anyway.
I wanted a little break from just concepting and modeling characters so I decided to render all the cameras from the map that I made in blender so that they're ready to be drawn over in Aseprite when I get around to it.
This is where the main 3 animatronics would start out before going about their different paths to your office. I like how this render turned out. Since you can see a bit of the dining area and that's already a separate camera, I'll probably have to add a bit of darkness to cover it in Aseprite.
This room is intended for the Ticket Master. He would be behind the counter until he activates which would be indicated by a sound cue. When he does, you can see him getting closer to the camera. To stop him, you must collect tickets as they spawn on different cameras to give to him.
Only Bucky would enter this room. There was supposed to be a vent mechanic where he would enter the vent and you'd have to block off the path that he's heading towards. Since I don't think I'll have time to make this mechanic though, I think I might consider scrapping this room since Bucky would be the only one to go in here anyway.
Riley and Jerma can both enter this room before splitting off to their respective sides of the building. Bucky could also go through here to get to the kitchen which is another room that was planned to have a vent. Like the stage though, some of the arcade is visible so I'll have to obscure it.
There are 4 of these rooms but I can just reuse this render but flipped for the rooms on the opposite side to save time. Jerma would go down the left two party rooms and Riley would go down the right two.
This is the kitchen. This is where another vent is that Bucky would have been able to enter. Just like backstage though, it's only purpose was for bucky to enter, and since I have no time for the vent mechanic, it's probably getting scrapped too.
The toilets are a place that Jerma can enter in between the party room on his side to add a bit more variation to his path and make sure that he doesn't get back to your office too fast again after clearing him.
This camera is right outside your left hallway and it's the final camera that Jerma can enter before entering your hallway to try to get into your office. There isn't really much else to it.
This room has another vent that Bucky can enter. I probably won't be scrapping this one though since I plan for Riley to also be able to come in here to add a bit more variation in her pathing since if she didn't, she'd have a straight shot to your office from the party rooms and get there too fast.
This is the front of the office. You have to be facing this way to open the cameras. You can also see Bucky in the vent in front of you just before he kills you if you haven't blocked him off. I wish that I could have made this a bit more detailed but I didn't really know what else to put in here aside from maybe a few stray papers on the desk.
This is where you can see Jerma approaching. In the drawn version, there will be darkness at the end of the hallway so that you can't see all the way down to the closet to make it believeable that Jerma could enter there without you seeing if you're looking in this direction.
This has the same mechanic as the left hallway except Riley comes down here instead of Jerma. There will also be darkness at the end of this hallway too.
This week, I said that I would create, rig, and texture my character models. We know I'm not doing texturing so that's knocked out, but I only managed to make and rig one model this week. I think the problem is that when I was in the proposal phase, I was expecting to make some low poly models so I thought that I could make a bunch at once. But that plan has changed so It's taking me a lot longer to make these models. I fear that I may fall behind with what I have planned.
I didn't really have much of an idea for Jerma's design. I decided to make him a gerbil for his buck teeth, but aside from that, I didn't know what outfit to give him. I imagined that Bucky would be the oldest with his fancy suit, then Riley would be next as some kind of waitress, so with Jerma, I wanted to make him dress like how someone in high school might. I decided to just give him a jacket with the letter of his name on his shirt and planned to change it later when I get to his final design.
I decided to make his outfit green to match with Riley's red and Bucky's blue so together they are RGB. For the rest of his outfit, I wanted them to look like normal clothes so I just gave him a grey shirt and blue jeans.
I drew over him here to try to make his outline look a bit better. I don't think he looked that bad to begin with unlike Riley and Bucky, but I still wanted to redo his outline for his new outfit. Instead of a basic green jacket with a J on his shirt, I just decided to make it a letterman jacket since that's what I usually think of when I think about what a highschooler in America would wear.
General outfit I'm going for.
I pretty much kept his original colour palette since I was already happy with it but I made his fur a bit more orange/brown rather than yellow since I thought he looked a little too bright.
This is the shading. I pretty much just did what I did with Bucky and Riley.
I tried to make the lighting similar to Riley's since I thought it looked best there. I still think Riley's lighting looks better but I don't think this one looks too bad. At least it's better than Bucky's.
I started by adding the finalized design into blender like I did with Riley.
I added a sphere to shape into the head
I subdivided it once and then used sculpt mode to shape the head and the fur.
I wasn't too sure how I was going to make his hair so I tried to use cones. I think it looks a little scuffed so I might change it later if It looks that bad.
I used a cylinder for one ear then duplicated it to move to the other side of the head.
I decided that I didn't like the cones for the hair so instead, I used a subdivided sphere and shaped it into the hair. It isn't the exact same style as in the concept art but I still like it so I'll keep it.
I made the image appear in front of my model and then made it transparent so that I could see and model the mouth properly so that I didn't end up winging it like I did with Riley's mouth.
I made the eye holes, put a flat plane in the head, then added the pupils with stretched spheres to make the inset eyes that the other two models have.
I added a cube for the body and shaped it into the general body shape. I'm not sure why I didn't use a sphere like I did with Bucky. I think I was too focused on making the jacket part that I didn't think about what his body shape was supposed to be like underneath.
I tried pasting the body for the sleeves to make it look more fabricy but I don't really like how it looks so I'll probably go back to making it with ball joints and cylinders like I did with the other two.
I decided to change it and go back to the cylinder and sphere build that the other characters use. I also made the hand with a cube like the others.
I used a subdivided cube for the hand and copy and pasted the arm but smaller for the fingers instead of making them manually since this took less time.
I duplicated the arm and moved it to the other side.
I copied his arms and flipped them vertically for his legs. I also used cubes for his shoes like I did with the other models.
I wanted to add more detail to his jacket but I didn't know what to do. Most of them would be drawn on anyway so I wouldn't have to model them. The only features that really stuck out enough to warrent modeling were the buttons in my opinion so I chose to add those to his model.
I rigged the model using the same method as the other characters.
This week, I said that I will use my models to create all the in game camera and office renders. To be fair, I'm only one model off from having them all ready. Sure, they aren't textured. But if they were and I wasn't going to draw over them later then I could probably make a good few renders by now. I'm still a bit sad that I'm falling behind but at least I'm not too far off.
This is the character who waits at the prize counter in the arcade camera. When I was thinking about this character's design, I wanted him to be more humanoid to look more like an employee. My main inspiration for his design were the specialists from Project Playtime since they're humanoid and are probably pretty easy to model. I decided to give him some googly eyes to make him look a little silly and I also gave him an employee vest and a hat. I also wanted to make him hand look a little like the grabber in claw machines. I also added a ticket slot on him to store the tickets in and a stomach hatch so that they employees can empty it at the end of the day.
Specialist for reference
This is the final outline that I made after going over the previous sketch. I didn't bother colouring him in as I decided that I'd just do that on the final rendition since I'm running a little low on time.
Here I added the colours. I designed him with the arcade environment in mind. I imagine the arcade room being dark with some confetti patterns on the carpet. I think a colour that looks good in darkness is red so I decided to go with that. I made his accecories dark blue to match too.
I added some shading here. I was going to do lighting but I realised that these are just concepts to base the final model on so the lighting doesn't really matter too much. The important part is just getting the design down.
I started out with a sphere for the head. I didn't really have to change it much since his head is just round anyway.
I used a subdivided cube and used the sculpting tools to shape it like a hat.
I added a cube and flattened it. I used the sculpting tools to shape it into the brim of the hat. I considered using a 2D plane, but hat brims are usually a little thick so I decided to use the cube instead.
I used some flat spheres for the eyes. I used the same ones but shrunk down for the pupils. I didn't have to edit them much since they're just basic googly eyes.
I just used some cylinders for the body and neck. I also bevelled the body to make it look less sharp around the top and bottom.
I thought he looked a little weird just having a long cylinder for a body so I decided to add a loop cut in the middle and move it inwards to give him some more shape. I think it looks better.
I added a cut at the top to be the slot where the tickets go in. I also added a bigger hole at the bottom and shaped a square to fit in the hole. I plan to make that the door that can be opened to get the tickets out.
I shrunk a cylinder and pulled down the middle part to make the pelvis. This one was a lot easier to make than the others since with those, I had to sculpt them to match the body. Here, I can just slightly edit a cylinder.
I duplicated the body and made it larger to cover the other one. I then cut out the middle to make it look like an open vest, kind of like I did with Breadbear. Here though, I used the solidify modifier to make the vest look 3D rather than looking like a piece of paper on Breadbear.Â
I used some cylinders and spheres for the legs and joints. I got a cube for the shoe and pasted the same cube but shrunk for the sole. I like how I did the shoes here and I kind of wish I added a bit more detail to the shoes of the other characters earlier.
I duplicated the leg for the other side.
I copied the leg and flipped it horizontally for the arm.
I used a simple cylinder for his hand and pasted the arm but smaller for the finger like I did with some of my other models. With the others, I added a sphere on the tips of the fingers, but since his hand is meant to look like a claw machine grabber, I though having a sphere on the end would look a bit strange. This is why instead, I just chose to bevel the end of the cylinder.
I pasted 2 more fingers on the hand then duplicated the whole arm for the other side.
This is the point in the time planner where I was talking about getting the game's development started. At this pace, I don't think that I will get around to actually coding the game and I do think that I was a little too ambitious with this project. I just really wanted to make something good that I would be proud of but this week I was falling behind on my written work. I had to go back and write some annotations on the previous weeks because I'd been forgetting to so that took up some of my time.
Since I'm done with my models, I decided to start on drawing over the office renders. I started with the front of the office. The first thing I did was use the line tool to outline everything, since the objects can mostly just be made with straight lines except for the curled bit on the poster and the fan. I just manually drew the bottom of the poster and used the circle tool to make the top of the fan. I used the spray brush to remove some parts of the checkerboard texture on the wall to make it look like paint coming off. I think I pulled off the effect decently.
I wanted the office to be dark, but not too dark to see. I chose to make the general colours dark and then try to use an extrememly transparent brush with the colour white to make the light from above. I probably could have pulled it off a little better, like I think it needs to be a bit darker and the light should be more of a cone, but I think it's alright.
Once again, I started with the outline. When I got to the poster, I decided that It would probably be easier to just reuse the poster from the office front render to save time, so that's what I did. I also added the darkness at the end of the hall like I said I was going to.
I colour picked the colours from the office front image and reused them here to keep it consistent.
I added a gradient effect to the hallway so that it didn't just look like it cut off into darkness and instead, it looks gradual. I think this looks a lot better.
Here I added the door and lever on a from above everything else so that I could animate them separately from the rest of the background. I also added the light from office front. I tried to move the light to the right since it's in the middle in office front to it looks like the light is actually in one consistent place.
I animated the door closing. I think it's a little too fast but if it was too slow then the game might feel unresponsive as the animation would need to finish before you can do anything else. Also, it was pointed out to me that the lever would need to be fully flipped down for the door to close but I didn't make it like that for 2 reasons. Reason 1 is that like I said, it might feel unresponsive if it takes too long. Reason 2 is that I want to reverse the animation for the door opening. If I were to do that then that would mean that the door would open before you flipped the lever in the reverse animation, which makes no sense.
Here is the point where I wanted to get a main menu and the enemy AI working. I think it's clear that's not happening. I'm not sure if I'll even have time to add the animatronics to the cameras. Bucky would have 5 unique camera renders, Riley would also have 5, Jerma would have 6, and the ticket master would have 2. All together, that's 18 different drawings of the characters that I'd have to make on the cameras and I don't even have the cameras themselves finished yet. I think the best I can do now is just finish all the camera renders.
The first thing I did was paste the camera render into Aseprite on the bottom layer. I then added 2 layers, one for the balls in the ball pit and one for the ball pit border. I drew the border first.
I started by using the circle tool to make a single ball and coloured it in red since that's the default colour that I think of with ball pit balls.
I copy and pasted the ball until the ball pit looked full. Since the pasted objects show up on top of anyting else, I had to make sure to paste it from furthest away to closest to make it look like it makes logical sense.
I chose some vibrant colours and randomly coloured in some of the balls to add some more variation.
I used the line tool to draw the football game and the arcade machines. I then chose to colour in the arcade machines and the ballpit border. There isn't any particular reason that I chose these colours, I just thought they looked good.
I drew the back layer of arcade machines and the checkerboard pattern on the wall. I think I'm realising that iw would probably be easier to have one layer for the background and another for the props in front because it would be a lot easier for me to draw it that way.Â
I coloured in the wall and drew the floor tiles. I think everything is a little too bright though so I'll probably darken it.
I used a transparent colour black to fill in the screen to be darker since I thought the colours were too bright. I also filled in the edges to make it look darker as it went out. I also added some transparent light blue lines to look like scan lines on a screen since it's from a camera view. I can reuse the darkness and camera lines on all the other camera renders to save me manually drawing them over and over again.
I started by putting the camera render into Aseprite and making it transparent. I then used the line tool to draw over the broom. I did have to manually draw the circle bit at the top of the broom though.
I drew the shelf and bucket with the line tool and regular pencil for the curved bits on the bucket.
I coloured them in. I wasn't sure how dark to make them though, since on the arcade camera, I made the colour pretty bright originally and then added the darkness effect after it. I guess I'll just wait and see how it looks with the darkness effect.
I added a new layer under the objects for the floor and walls since that's what I said I would do after the arcade camera. I used the line tool again to draw the floor and wall.
I coloured in the wall and floor tiles using the same colours picked from the arcade to try to keep it consistent.
I added the darkness and camera line effects from the arcade camera here. Fortunately, I think the colours that I originally chose for the shelf, bucket, and broom work fine here and I didn't have to change them.
I started by drawing the background and leaving the props for later. I'll likely be doing this for every camera moving forwards because it's just so much more convenient. You can see a little into the arcade in the normal render so I filled it in black to stop you being able to see in there.
I decided to colour it all in. I'd usually fill in the props first since if I colour in the background, I can't see the reference image, but there are so many tables and chairs to draw that I'll just colour this in now and hide the layer to do the props separately.
I hid the background layer and added another one on top for the tables and chairs. I chose to draw the tables first because the chairs are going to take forever since there are 36 of them and they're all at slightly different angles so I can't even copy and paste them. I just have to draw them manually.
I finally finished the chairs. This alone nearly took me a whole lesson with how tedious it was. I'm glad this is the only camera with this many props because I do not want to do that again.Â
I coloured everything in. I chose a desaturated purple as I thought it would look good with the blue tones of the background walls. For the chairs, I just used a dark grey to look like those metal chairs that are sometimes in restaurants. I wanted to add a pattern to the tablecloths, but I didn't know what to add. I was also quite tired of working on this camera render since it took forever to draw so I just didn't end up adding a pattern.
I added the scan lines and darkness from the other cameras. I think this is my favourite render so far. Part of the reason why is probably because I spent so much time on it, but I also just think it looks good. I think it's the only camera render so far to capture the creepy empty restaurant theme.
This week, I just pumped out as many camera renders as I could. I only have 2 more weeks after this and one of those is for my evaluation. I'm just going to commit to getting the camera renders done. In my time planner, I said that I wanted to implement jumpscares. While that would be cool, I'm still just going to focus on the camera renders. If I have time, though I doubt I will, I will try to animate some jumpscares.
I started working on the parts and service camera. There isn't any particular reason that I did the prop outlines first instead of the background like last time. I just didn't really think about it too hard.
I colour picked the shelf in the closet to transfer to this camera. For the table, I just made it slightly darker colour so that they're easier to distinguish.
Next, I drew and coloured the background. Nothing new with the process. Just colour picked from the others for consistency.
After all that, I just added the darkness effect and scan lines from the other cameras.
This one should be quick. There aren't any props to draw so I can pretty much just do this all on one layer. I started with the outline as usual.
Next, I colour picked the walls from the previous cameras.
After that I drew the floor.
Now I've added the darkness and scan lines and it's done. This is probably the quickest thing that I've made in this project so far.
I'm not sure why I didn't start with this since this is a pretty important camera. Guess I wasn't really going an any particular order. I started with the outline. Like the restroom cameras, there aren't any props which means that I can do this on one layer. I don't know if you'd count the curtain as a prop but it's basically a part of the background.
I started by adding the darkness effect so that you can't see into the dining room area from this camera. I also used a gradient on the floor tiles which I think looks pretty nice.
Next, I added the colours. I colour picked the wall once more as well as the door. I wanted the floor to be made out of wood, or at least look like it, so I chose a darkish brown. I wasn't sure what colour to make the curtains, so i just went for a standard red.
I added some lines to represent small gaps in the wooden stage to make it look a bit more like wood. After that, I just added the usual darkness and scan lines.
I've pretty much done the camera renders. There's just one more to go after this and it's the party room camera. I'm happy that I could at least get all of these done. In my time planner I said that I want to add several levels that increase in difficulty. I don't know why I expected myself to be able to do all this in this amount of time. I did something similar in my last final project last year. I planned a whole animation but I barely managed to get any of it done. When I see that I've got 15 weeks, I think "Oh, that's plenty of time. I can make something good." But it ends up going by pretty fast and then I start panicking. If I do end up doing this again, I'll probably give myself a lot less to do. I think the main thing holding me back is my written work as I want to make a lot of stuff, but it doesn't matter how much I make if my writing isn't good.
Finally onto the final camera. I usually seperate the background and props into different layers, but I think I just forgot here. It doesn't really matter too much, but I probably could have got this done a bit faster if I did.
I started by colouring in the tables and chairs. I made these tables the same colours as the chairs since these ones don't have cloths. I think I added table cloths to the dining room tables a few weeks ago but it was a small change so I forgot to document it. I also seem to have forgotten to add the table cloths to these tables but I already have the render done so I'm not gonna change it.
Next, I coloured in the walls and floor with the colour picker.
And finally, I added the darkness and scan lines. All the camera renders are now done.
This week I finished the Party Room camera and did my evaluation. I also made a few renders to put on my final product page. I had to make the fly through at home though, since it was Friday and I'm not in college that day so that resulted in the map being pink since I don't have the textures on my laptop at home which I didn't want but there's not really much I could do about it. Overall, I think I did alright. I am definitely dissapointed that I couldn't do everything that I wanted to, but I do feel like I gave myself too much. I feel like if I originally set the goal to be to make a bunch of renders and character designs for a potential game and did this same amount of work, I'd probably be a lot happier.