CAGD 373: Game Asset Production

373 Project Overview

    In this project, I worked with my team members to recreate Five Nights at Freddy's 2 in Unity using 3D models, textures, SFX, and interactable props.

Partial Walkthrough:



    We decided to do FNAF 2 on a whim and because we thought it would be a game that we could get in-scope for the project since we only had 6 weeks to do it. We decided to try and incorporate elements of the other games into the project like the Freddy model which is in the first game.

    My main contributions to this project were creating the modular pieces that would be in the scene which included things like the walls, floors, ceiling, and vents. I also tried to accurately recreate the layout of the building in the second game so that it was as close as possible. I had multiple different walls and corners for each of the room sizes. One being the big party room and one being the smaller pizza rooms and the security room. 

    The modular pieces needed at least 2 UV sets to make sure that they were detailed enough. I had to readjust a few times because the divisions of the pieces were fairly hard to get right and texture. The texturing was probably the hardest part because I was trying to make sure they were accurate to how the game looked. The grey parts of the walls were especially challenging because of how little detail we have in-game of the appearance. 
   
 I also spent time creating the stage and a few other props like doors, security cameras, and some boxes to go behind the stage. In the game there is a stage where the animatronics perform so eventually, we also got a Freddy to stand up on the stage there as well. I made sure that the doors were about the size of a person so that our custom player controller (a child) could seem small in comparison. 


    I also was in charge of creating the entire block out of the building that we would walk around in. So I had to make sure all the models fit accordingly and didn't overlap. I had to make a few different corners so that the building layout was how we wanted it to be. Sadly we didn't end up using all the rooms because we had one of our group members leave early into the project which left us a man down compared to other groups. 


    I also ended up making the terrain at the end for the scene surrounding our building. I did all the terrain leveling and texturing but the trees were done by my teammates. If I had more time I think I would have liked to add more props to other rooms in the scene so that it feels like there is more going on. I also think I would've liked to take a crack at character modeling. 




Overall I am quite happy with how our project turned out despite us being a man down. I really enjoyed trying to get these pieces to be perfect and I had a lot of fun walking around in the scene when it was finally all done.

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WEEK 5 SPRINT REVIEW


    This week I had to do final touch-ups On UVs and begin texturing all my models, I realized the UV's I had weren't formed in a way that would allow me to separately texture individual parts of the modular walls that I had, so I had to spend most of my time reorganizing the UV's that I had previously made.

    This took a lot longer than I thought because I essentially had to redo the entire block out on top of adding in the new pieces I had made from the previous sprints. It was a little annoying but I think it was good since I added new doorways, extended some parts of the building, and also added the roofs.



    I've also begun working on the textures for the floor. Right now I'm really happy with the way they're turning out. I'll begin texturing the other parts of the building soon. My goal is to make it a little worn down and creepy-looking. Dark, muted colors and maybe some stains on walls give off a creepy atmosphere. The dust on the floor also helps to add to the aura of old ancient sort of feeling.



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WEEK 4 SPRINT REVIEW
    This week I worked on trying to make a few more miscellaneous pieces that will be in the scene. The biggest of which were making the stage with curtains. I tried to use N-cloth to make the curtains so that they look more natural, but trying to create a curtain effect with N-cloth proved to be a bit of a difficult challenge considering how big it is, so I decided to not opt for it and just go with flat curtains since they won't move during the scene.

The other important thing I worked on was modeling for a door that could open from its hinges so that the rooms that aren't accessible would be shut off and so that the player can interact with them to open it when they walk near it. I modeled it after what a lot of regular big doors in places like schools, pizza parlors, and offices look like where they have a big metal piece at the bottom of the door itself. 


The last thing I worked on was security cameras. I modeled the ones I made after the old CCTV cameras to give it a retro feel like something that would exist in the 90's. 


For both the door and the camera, I made sure to add pivot points to the parts that will eventually be moving and rotating in the scene.

I also UV'd all of these props and will make sure to texture them accordingly. I had to fix some issues with my previous color ID's which I may end up scrapping altogether because they ended up glitching. If I think I can ID my stuff though I will.

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WEEK 3 SPRINT REVIEW

    This week my focus was on modeling a few more modular pieces and creating a basic blockout of the building layout.


    The first thing I started with was creating even more modular pieces to begin further creating the lockout. I have vent pieces set up so that we can throw them inside Unity and begin to test a player controller crouching mechanic, so those came first as a priority. While I was working on the blockout I decided to wind up making a few more pieces to include like a trim and a roof piece so that I could have an easier time creating the blockout.


    However, what I spent the most amount of time doing was making the blockout that I would use to create the last few pieces. It's not completely done yet, and some of the pieces that are there right now won't be the same, but it's mostly complete and the pieces are spread out over a couple of different UV sets. I had to delete a couple pieces for the vent section that I originally had since they didn't line up. They don't line up perfectly right now but hopefully, the texturing will make it so that the overlap of certain pieces doesn't matter.


    After this piece I'll start working on the last UV set for the bathroom walls (or add it into the current UV landscape that I have) I might also start adding movable doors so that we can go into each room freely. 

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WEEK 2 SPRINT REVIEW

    This week I was focused on working on the modular pieces for our Five Nights at Freddy's 2 set. My main task was the modeling/UVing of the walls so that we could eventually texture them as well. After doing the Models, UV's and ID's 

    I first started by creating the models for the walls that we would have and scaled them relative to a human. I also tested them in Unity on the base player controller so that we could take a peek at the scale. Since we're probably just going to make our own player controller, we will likely keep the scale as is. I used the reference photos we got from last week to figure out the shape of these walls so that they can line up with texturing. 

    I wanted to make sure the top and bottom parts of the walls have the same texture while the center lined areas also have their own. I decided to use vertex colors for color ID to make it easier to texture.



    I also made sure to UV all these pieces and I feel like the UV's are some of the best that I've ever made. They fit perfectly in the 1-1 space and all the similar ones are stacked. Since we're limited to only 12 UV sets I decided that it was fine to put them in 1 UV set since we will likely have a few more



    I will also do a rough blockout to make sure all the pieces match and add extra if they don't. I'll also begin on the vent sections of the map so that we can crawl through the tunnels. I think that'll be a fun challenge.

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Week 1 Sprint Review

    This week, or rather a couple of days we started gathering our references and figuring out what we needed to produce. I gathered references for how we wanted the scene to look and began opening the Maya project and assigning assets to each other.

    We are going to have a few different key assets. I will likely start with the walls of the scene so that we can get a general scale going and figure out how big we're gonna make the scene. 

Having the walls done will make sure that we have a scale in-tact and we can build the rest of it off of there. I think we'll have 5 pieces so far, 

Normal walls, Party Room walls, Vent walls, Floors, and roofs are all on my to-do list as of now. We've decided that the pieces will be modular so that way we can customize how we want to have our building laid out. I think this is a good way to do it right now since we aren't sure how big we're gonna make the map, but it'll be cool to see where it goes. 


I want to make sure that the scale of the walls is good so that I can keep building more within the constraints of the buildings. I'm immediately starting that so we can figure out if the scale works within unity. 


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