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| As seen in the image above, is the first stage of my Unit 68 3D Environment. |
In order to begin my Unit 68 3D Environment, I chose my theme, which was the Space Settlement, located on Mars. I decided the first stage was to add in a basic character which would then be able to be controlled, via Logic Actuators, create a Mesh for the floor, and to experiment with the physics, which I was to then create multiple falling pillars, in order to gauge out the amount of physics needed within my environment. I first created a Cube Mesh, in order to represent my character. I then added in a Plane Mesh, which I expanded significantly in order to give my player plenty of room to move around without falling out of the cameras sight. In order to to give my character movement, I first parented the player to the camera, which I then locked to the player. Upon testing that by using 0 on the number pad, I felt my camera was sorted for the time being.

Upon the camera being properly set up, I then chose to create movement for my character. I selected logic editor, in replacement of my animation timeline. Upon bringing up the logic editor, I created a set of 5 keyboard sensors. The keys selected where WASD and Space. These would be used for directional movement with the latter, and jumping for the former. I then added in 5 motion actuators, in order to pair with my sensors and add the actual movement commands. I started off by naming the keyboard sensors as the respective keys they will be used for. I then selected the appropriate key for the different sensors. Upon doing that, I connected the sensor to a motion actuator. With the actuator, I then entered various location or rotation axis, appropriate to the movement wanted with the connected key. As seen with the example below, I chose 0.20 for my W keys location, which will allow me to move my character forward. I also set the motion type to character for all my motion actuators, to prevent any stiff or unnatural movement from my character motion.
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| As seen, is the fully completed keyboard sensors and motion actuators for my front movement key in this case W. |
In order to let my character jump, I gave its connected motion actuator 0.1 on its location in order to let it jump, and then tweaked the Step Height, Jump Force and Fall Speed to give it a believable jump motion. I also tweaked the entire files physics type to character to allow for more accurate character physics. This can be seen in the screenshot below.
Upon sorting out my characters movement, I then added coloured textures to my floor and character mesh. I used the diffusion texture and gave the floor a red texture in order to create the martian surfaces signature red hue, and blue to the player, in order to differentiate it to the surrounding environment. In order to experiment with importing images for textures, I gave the floor a mars surface skin which I unwrapped to complete. As can be seen, the contrast between an ultra detail texture and the materials made in-engine show that they don't contrast well, so I then removed the mars texture.
After adding textures to my floor and character, I began creating the buildings for my Mars Space Settlement. The first building I began to create was the barracks. As seen, I aimed for a more futuristic feel, with my barracks design being architecturally unique, with multiple large outcroppings, and a large base in greater expanse than the buildings centre.
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| The back of the barracks building |
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| The front of the barracks building. |
Upon the basic shape of the barracks being completed, I then began the creation of the Mars Base Command Centre. As can be seen, the overall basic shape of the command centre is toned down in architectural complexity to the barracks, due to narrative reasons (By looking basic, attacking forces would think it is unimportant and attack more complex buildings). As can be see, the front of the base is extruded and shaped differently to the rest of the building. This is to give the Command Centre a sense of importance despite its overall lack of complexity in regards to the rest of the buildings within the settlement.
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| The command centre |
Upon the completion of my Hanger, I began work on my settlements residential building. I created a cube and then manipulated it in edit mode in order to get the shape I wanted. I then added in two cylinders then positioned them to then act as supports for my decorative sphere. I chose this to give the building a more futuristic look.
Upon the Command Center's basic completion, I then began work on the settlements transport hanger, where all the vehicles would stored and deployed from. As can be seen, the Vehicle Hanger has a raised roof. This is to fit in the bases vehicles and also provide room for the drivers or pilots. The shape is also different and unlike any seen in current times. This was done to emphasize the futuristic nature of the base.
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| Hanger Front |
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| Hanger Back |
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