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A PROJECT REPORT

ON
“THE SCENERY”
SUBMITTED BY: YASH KOLEKAR
In fulfilment of the

BFA Game 20

(TILAK MAHARASHTRA VIDYAPEETH, PUNE)


(2019-2020)

TILAK MAHARASHTRA VIDYAPEETH, PUNE

(Deemed Under Section 3 of the UGC Act 1956 Vide


Notification
No. F.9-19/85 – U3 dated 24th April 1987 By the

Government of India.)
Mukund Nagar, Gultekdi, Pune – 411037.
CERTIFICATE

This is to certify that the project work entitled “The Scene” Is


carried out by Mr.Yash Kolekar

4th year student of B.F.A (Game Design) completed project in


3D

under the guidance of Abid Shaikh

Head of the Department Guide

Academic year: 2016-2020

Place: Pune
Acknowledgement
With God’s grace, help offered by everyone, it has been
possible for me to compile my ideas and educational training
in to this project.
I would like to thank Tilak Maharashtra Vidyapeeth

Pune for giving me this opportunity and providing


me facilities to conduct this study

I am thankful to Sir Abid, guiding me throughout the


period/year.
I am deeply thankful to my mom and dad for
their encouragement,

And support
I am grateful to everyone, without your help and

encouragement; this project would not have been half of it.

Overview
So this is our Final project for our degree “BFA in
game design”, we had a good time in Seamedu meeting
new people and learning via the internet too which helped
is being more passionate towards my profession and being a
better human overall.
Index Page
 Genre 05
 Concept 06
 Inspiration 07
 Engine 11
 Softwares 11
 Maya 12
 Speedtree 15
 Unity 17
 Final Result 24
 Issues encountered 25
 Bibliography 26
Genre
The scene basically is more of a benchmark like scene
taking inspiration from different benchmark applications
such as 3d mark, Unigine Heaven, etc. To in game
benchmarks such as Batman, Hitman Etc.
-----------------

Concept
The Concept of Creating an animated scene is deeply
embedded in pc culture as during the mid- nineties graphic
card manufacturers used animated scenes being rendered to
showcase the capabilities of their systems. And slowly over
time the scenes went from simply rendering a rural scene to
full on action sequences straight out of a movie. The Scene is
basically a homage to all of them.
As the name suggests, The Scene basically combines a
mixture of assets, shaders and effects to showcase a scene
being rendered at a smooth 60 fps.
Because of its fundamental ‘simple but complex
presentation,’ The scene basically tries to replicate the
features taken from its inspirations in a smaller, but more
efficient package trying to fit all pc types.

I opted for this concept when I booted an old computer of


mine and loaded the dvd that was included with the graphics
card that showcased its capabilities. I realised that this is
something I could recreate with what I have learnt. I looked
around different websites and on you tube and most of them
showcased more modern scenes with state of the art modern
capabilities such as ray tracing 4k textures etc. So I decided to
do a complete 180 and make a scene resembling the tech
demos that came in the late 90s – early 2000’s on the PC and
Play-station 2.

The tech demo which I had on the dvd was basically a


mixture of Jurassic park and a futuristic city, and since
recreating that 15 min video was impossible given the time
constraints and other factors, I decided to create a scene
with the setting of one of the video games I was playing at
that time. Given below are some concept sketches that I
made for a rough estimation on how the project would be
made.
Inspiration
I also took a lot of inspiration from modern day Ps 1 themed

“Demakes” which are video games that copy the aesthetic,


art style and the graphics of that time. The 2 big games that I
took inspiration from and then added some bits of my own.
They were Bleakshore and Final Fantasy 7. Some of the in-
game screenshots are given below.
Engine
I opted to choose Unity for this project as that is the game
engine I am most familiar of working on. Unity gives you a lot
of leeway on managing the setting and adjust the shaders
and assets to your liking. As per the graphic concern I
ultimately decided to use default unity material shader to
create materials for the in game objects.

Unity has also been proven to be more compatible with other


Softwares Such as Maya, Blender, etc. and although I don’t
have any coding experience. I was able to supplement that
deficit through trial and error methods, you tube tutorials,
guidance from my project mentor etc.

Software
Being familiar with all of the modern 3d software with the
help of internet here and there we designed our workflow
from modelling to texture below. Given below is the list of
Softwares I used to create this project in the work flow that I
followed.
Maya
Maya was the first software I used to design all of the assets
apart from the trees in the project. The first part of the
project was to create the assets and get them properly
textured. I had to keep in mind the style I had to create them
as it had to look something that would show in an early
2000’s game or animated video. Given Below are the assets
used In the project. Rocks, boulders, house, tower, boats
with oars and furniture such as a bed with mattress and a
table with a rifle on top of it.
Speed-tree
Although Game engines allow you to create assets using in-
engine scripts or different modes. It also allows you to import
assets from other apps to be used in your scene. Speedtree is
one such application which expedites this process by helping
you create a tree of any type quickly without any
complications as showcased below. These 3 trees were
added to the project with colliders and swaying effects and
were exported to unity.
Unity
A major chunk of my project was compiled on unity from
assembling the assets to creating the particle system for the
effects in the project. An in-depth description is given below.

1. Creating a Terrain. The terrain was sculpted from


scratch I had to make several adjustments as I was
taking inspirations from multiple sources so in the end I
was able to create something that would work for this
project.

2. Creating and adding the grass texture was step 2 for me


as I wanted to basically add like a frosting layer over the
terrain to make it look natural. I added erosion in
random spots to make it look natural.
3. The third step was to add the trees imported from
Speedtree and although they did present challenges of
their own as I had initial problems rendering them and
faced some problem with the LOD of the object. But I
was successfully able to add them and was able to
integrate it into the project.
4. The fourth step was to add all the remaining assets and
add colliders and gravity as well as make the final
adjustments to the scenery and the project. I added the
water shader graph as well to the project which by far
was giving me the most problems in this whole project
as I lost all my progress and had to redo it twice. And
although the final result is not what I had in mind, it was
decent enough to complement the scene.

5. Adding The Snow shader graph was particularly


challenging as I had to adjust the graphs on how the
snow should land randomly and on a slant. A basic
particle of snow falling was created.
6. After fine tuning the scene and making the final
adjustments. The scene was still lacking something. The
basic aesthetic of a scene from the 90’s, the feel, was
missing. I decided to tinker in the effects section and lo
and behold, I was able to add basic post processing
effects that were used during the to give that “feel” to
the scene. Main issues were to adjust the chromatic
aberration and the bloom effects to show that old retro,
mono tv feel.
7. The next step in this scene was to add audio to the
project for the extra effect and build-up to the scene.
Effects for the breeze and the lake were added. The
Loop Feature was added to make sure the soundtrack
continued on and didn’t end abruptly.
Final Result
Voila !

Mistakes While Making this project


I made my fair share of mistakes while making this project
and although a couple of them either refused to work
correctly or were simply out of my hands, I have tried to
rectify them to the best of my abilities. Some of the ones that
I encountered were-

1. Creating a water asset and loading it into unity causing a


bug which deletes the rest of the textures on the
terrain.
2. Pegasus manager refusing to work whilst trying to
create a cutscene.
3. Snowfall landing vertically down like rainfall.
4. Mesh problems when importing maya assets into unity.
5. Missing prefab issue due to unity not being able to find
the correct folders
6. Same issue with textures.

Bibliography
Throughout the years I have learned so many things and also
developed new interests experiencing and meeting people
like me helps me to learn and gain confidence in whatever
stuff I'm doing I've also learned some programing in general
as I watched tons of tutorial to make this game a reality.

I had a time of my life learning, exploring the genre as I


progressed in my project, along with it, I developed an
interest in writing, graphic designing and filmmaking

I am thankful to my wonderful community, who helped me


out with the entire project and guided me when needed.

I would like to thank my friends, and everyone who


supported me and who helped me out with my project.
I learned lessons for a lifetime, that I would never forget and
which will help me grow in the future. In addition, I would
finally love to say that,
This is just the beginning.
The journey is full of new lessons to learn.
Softwares used
1. Autodesk Maya
2. Microsoft word
3. Unity Engine
4. Adobe Photoshop
5. Youtube
6. Speedtree
7. Blender

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