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Humans Frame

This consists of 24 mannequin like characters that I drew, on one image.

humans frame.png
Production

all files i have used 

Hud

The Hud is what will be shown when in the game, which could be health, map or a timer.

Health bar

What I have done is the main characters health bar, so here is the assets that I might be using for the health bar before starting a complete version.

What I did is lower the health Buzz has, the more stressed he gets.

i got this from kingdom hearts as in that game the health bar also has the main character on it most simaler to the health bar in kingdom hearts 2 but other than that the health bar i am using is set differently with a health point instead of a helath bar

kingdom hearts 2 health bar hud

Gauge.png
sketch1623764052148.png

Full health

sketch1623764074008.png

got hurt

sketch1623764087164.png

half health

sketch1623764103072.png

Low health

apple heath.png

health point

emty apple heath.png

Lost Health Point

I made the health point as an apple, that's buzz favourite food.

The lower the health Buzz has, the more stressed he is the examples of this are below.

heath hud.png
heath hud 2.png
heath hud finished.png

With armour equipped the health bar extends with more apples to the maximum of 12

heath hud 6 hp.png
heath hud 12 hp.png

the icon is  also going to change depending what armor you are using

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this shows the level 4 armor which is the shadow set

heath hud new icon.png

Shadow essence amount

Shadow escence3.png

Character Models

This is Buzz and Rosey models I have made on blender.

Buzz

Rosey

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There is only a few changes between the two models;

Rosey's body is a little bigger.

Rosey has a stinger.

Rosey has adjusted wings compared to buzz.

Rosey has slightly smaller antennas.

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buzz.PNG
buzz 2.PNG
rosey.PNG
rosey 2.PNG
new rosey.PNG

Buzz ver 2

buzz0.PNG

i disided to update buzz's model as the frist it was the frist try i did a character model and it needed improvements of which are listed below

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+ top half of body was cut in half to make it more accurate to the ogranal drawing

+ adjustment to the head model

+ fixed glitched wing which had broken texures in substance paniter

+ removed duplicate arm piece so save on resources

buzz0.1.PNG
buzz.PNG
buzz2.PNG

Rosey with dress

rosey dress 1.PNG
rosey dress 2.PNG
rosey dress 1qq col.PNG
rosey dress 2qq col.PNG

This image is a lot more like the prototype image.

textures:

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+ added lines on the wings

+ adjusted wings colour

+ improved the face to make it more accuate to the original drawing

Queen Belle

belle 0.PNG
belle 0.2.PNG
belle.PNG
belle 2.PNG

Queen Belle is the only character model that has a significant size difference from every other character model which is 2.25 times bigger than every other character model that I have made.

sizze compare.PNG

Lens

Lens with lab coat

lens.PNG
lens 1.PNG
lens 2.PNG
lens 1.2.PNG
len col.PNG
len colour.PNG

Beehive workers

male chef bee.PNG
hunny.PNG
male chef bee 2.PNG
male bee.PNG
hunny 2.PNG
hunny 4.PNG
male bee 2.PNG
hunny 5.PNG

Shadow Ven

Shadow Violet

shadow ven.PNG
Shadow violet.PNG
shadow ven 2.PNG
Shadow violet 2.PNG
shadow ven 3.PNG
shadow ven 4.PNG
Shadow violet 4.PNG
Shadow violet 3.PNG

There is changes between the two models;

Violet's has ribbons for antennas.

Violet's has smaller arms.

Violet's body is a little smaller.

Ven has adjusted wings.

Ven's feet are bigger.

Violet has a stinger.

These two characters have different weapons on there back,

Ven has a sword,

Violet has a magic staff.

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Walking Animation

The animation was using a character set on the animation timeline in Maya. 

I moved the rig one bit at a time and then keyframed it on the timeline. I used skinweights, the skeleton tool, and IK handles to rig my character.

Walking Animation In Unreal

This is the animation used in unreal engine, I imported the mesh and the animation separately, as FBX files exported from Maya.

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These are concept art of different items that are going in the game.
 

 

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I first used a mobile app called Autodesk sketch to design this sketch and then I modelled in blender (pictures above)

I was going to model in blender and then texture in substance painter.
 

These assets were just test objects that I experimented with in substance painter, I have only models some of these though.

apple healing item

apple cosumable.PNG

this model will be used for healing buzz by 1 health point 

this object will spin slowly

apple basket healing item

SUPer apple healing item.PNG

this model will fully heal buzz completely when got

Scenery Objects

These decorations would different types of objects like flowers and leaves being like real life objects for things such as lights, bridges and more. 

Flower Clock

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This is clock made to look like a Daffodil, this might be used for something in the house or outside as a town clock.

Leucanthemum_vulgare_'Filigran'_Flower_2

These pictures are used for refences for my flower clock.

bulova-c4331-hartwick-old-world-clock-wa

Painted

flower 2.PNG
flower.PNG
flower 3.PNG

Leaves bridge

Version 1

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This was the first section 

of the leaf bridge. 

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This leaf on the right was the first thing I modelled. and then I used that to make the first section of the bridge.

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Version 2

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I added the branches in this version of a bridge to make it look more like one you would see on highways in the real world.

eg. Golden Gate Bridge.  

Low poly version painted

leaf 2.PNG
leaf3.PNG
leaf brighe.PNG

I made it low poly as the old model would put strain on weaker CPU and GPUs computers, due to the amount of polygons the model had. Optimizing this is important when you ensure the game runs well for different hardware.

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These are the refences of the branches I used for the models.

Stalk Walls

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These I will be using to block areas the player should not reach, as I felt they were better than the invisible walls used by other games.

Painted

grass wall.PNG
grass wall 2.PNG
grass wall 3.PNG

Stems with a tunnel

tunnel 2.PNG
stalkc 2.PNG

This model is mostly the same as the stalks wall model

but with gap that is like a pathway.

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the pathway leads to a secret entrance of the beehive castle.

tuneel wqewqeqwe.PNG
tuneel 23.PNG

Branch Gate

fsdfsefgdfvcxv.PNG
Captureqwqweqwe.PNG

The branches had to be changed because some were going inside out when I used the exclude tool. 

Captureqwqweqwe2.PNG

This is the gate to go out of leafyville

Sunflower lamppost

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These are all around Leafyville,

lighting up the place when it is night time. Allowing me to have lighting in the game that fit the theme.

Helianthus940x627.jpg
sun.PNG

When it's off

sun222.PNG

When it's on

When importing the object to painter I had to change the stalk into a more blocky one as cinlyeder was not importing correctly.

Flower Stool

stool 2.PNG

These flower stools are used for the seating for the watermelon stage

stool 3.PNG
stool.PNG

River

river.PNG

This river will separate the Beehive Castle and the rest of the Leafyville,

this is used for protection for the castle.

The texture for this needs to be a moving texture so substance painter will not work for this.

I will probably add the moving texture in unreal engine.

river 3.PNG
river 2.PNG
Places at leafyville

I used different pieces of fruit for a certain place so each area has a distinct colour change, and each place has a unique theme people easily know which place is what.

Orange Labatory

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Lens's house/Lab

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This house was created based on designs of laboratory's from Ape escape.

Version 2

orange 3.PNG
orange 4.PNG

Version 2 Painted

orange er 2.PNG
orange er.PNG
orange er 3.PNG

Version 3

sadcxzsdcas 2.PNG
sadcxzsdcas.PNG

Improved the windows

Added chimney

Improved the door

and smoothed more elements

sadcxzsdcas 3.PNG

Orange lab interior

full room view

orange lab.PNG

chalk board with chalk

orange lab 3.PNG

alcamy table

orange lab 4.PNG

swords, and staffs

orange lab 2.PNG
helmets.PNG

there are also armor at the top now

Apple Treehouse

The home of Buzz

Version 1

24.PNG

An apple being held up by a tree was the concept of this model.

eac9960a545ec495d88ce0554b9dd51a.png
26.PNG
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Reference for apple house

Version 2

+ made the branch much more detailed

 ? adjusted the steps so they go down and give support

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applew.PNG
apple.PNG
apple21.PNG
apple24234.PNG
applefd.PNG
apple.PNG

The reason I chose the to make the apple green instead of red, is because the strawberry house was already red, so I changed this to green to make the two houses not conflict with each other.

Apple interior

bean bags with tv and cloth hangers

apple interior 3.PNG

cotton wool bed with a bug alarm clock

apple interior 4.PNG

birds eye view

apple interior 2.PNG

birds eye view

apple interior.PNG

Strawberry Home

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Strawberry-transparent1.png

Refance for Strawberry house

Version 2

starw berry.PNG
starw berry 2.PNG
ruby_4.jpg
starw berry 3.PNG

Roseys old home

+ added seeds

+ changed stem to ribbon

+ added window

this image was used for the ribbon, the ribbon was added to make the house more like Rosey's.

Version 3

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 + Added more seeds

 - removed glitchy block inside which caused UV unwrapping to crash blender.

Version 3 painted

sss.PNG
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strawberry interior

birds eye view

straw interior new.PNG

flower bed with flower clock and flower picture frames

straw interior new 2.PNG

flower tv

straw interior new 4.PNG

flower bean bag, rose pots makeup flower changing room

straw interior new 3.PNG

Watermelon Stage

This was used a lot when popular bugs come on and sing but nowadays this is barely used.

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melon.PNG
melon final.PNG

Watermelon Stage ver 2

stage 2.PNG
stage.PNG

Watermelon Stage ver 2 Texured

stag122321.PNG

I wanted to update this model because I have gotten much better with substance painter and blender so I can put my new skills to the test

stag112.PNG

Beehive Castle

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The main castle where the Queen and Princess lives.

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The model might be the one I am most proud.

Coloured ver 1

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Coloured ver 2

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The only real change from ver 1 to ver 2 is adjusting the colour of the beehive from yellow to orange-yellow as it fit more with beehives.

Smart UV has had glitching due to overlapping when the process is automated, but the manual method is too time consuming to be a viable option for the project.

After realizing the visual artefacts were caused by UV clashing and not the auto mated system I quickly fixed up  the model as well as improving the bee hive castle hugely here is version 3 of the model.

Coloured ver 3

new beehive.PNG
new beehive 2.PNG
new beehive 3.PNG

beehive castle main hall interior

birds eye view

beehive castle 1.PNG

the three thrones

beehive castle 2.PNG

Queen's throne

beehive castle 4.PNG

Unused princes throne

beehive castle 5.PNG

rosey's throne 

beehive castle 3.PNG
queen on throne.PNG
rosey sitting on throne.PNG

entrance/exit door

beehive castle 6.PNG

back window

beehive castle 7.PNG

Leafyville

NEDFR.PNG

Area screen shots

Gate

look at gate.PNG
DCSV.PNG

Watermelon Stage

Starwberry House

strawberry look at.PNG
apple.PNG

Apple Treehouse

Beehive Castle

bee hive look at.PNG
brighte look at.PNG

bridges

Orange Lab

dome look at.PNG
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