tag:blogger.com,1999:blog-82447055921001169672024-02-07T18:29:35.744-08:00Game ArtAnonymoushttp://www.blogger.com/profile/12503274670365741735noreply@blogger.comBlogger103125tag:blogger.com,1999:blog-8244705592100116967.post-17486821627178408722016-05-27T11:49:00.005-07:002016-05-27T11:49:49.776-07:00FMP Post mortem.<div class="MsoNormal">
This project has
had a huge impact on me as an artist. I’ve had a fair few problems along the
way, but through all the problems has come a huge mass of knowledge.<o:p></o:p></div>
<div class="MsoNormal">
The project we
intended to create was a duo environment piece with a large space ship vehicle
in one side and a series of characters to suit the world. The aim of the
project was to have two individual environment pieces separate from each other,
yet still connected. We decided on a contrast of sci fi futuristic and dystopian.
I did the dystopian environment, as I wanted to include a mix of some foliage,
industrial textures and a variety of landscape materials. <o:p></o:p></div>
<div class="MsoNormal">
The idea behind our
project is a town split by some kind of ideology, which resulted in the
erection of a large wall and barrier between them. Much like the Berlin wall.
Sharn’s side (the futuristic side) retained all the power and money, so their
side build up and flourished. Whereas my side (the dystopian side) crumbles and
became more decrepit and rustic. <o:p></o:p></div>
<br />
<div class="MsoNormal">
Personally for my
side, I wanted my area to have a sort of home hub feel. So it would include
things like a weapons stall, apparel shop, repair place and somewhere for food.
Maybe even a house for the player. This idea sparked from the central hub in
borderlands 2, which I took inspiration and research from. Looking at the
layout from multiple angles, including the building placement. Thinking about
how the player moves around it really helped me build the foundations on my
environment, especially when it comes to the different layers you move up and
down in when you progress through the level. From this research I gained valuable
knowledge of composition and environment planning.<o:p></o:p></div>
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</div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjw0gtoR216Dl_HJXD2jarmp6U6jEUh07o-vaTo-Shg8Ofpz6DcYTjRNVOuLhcgarXcCgfBP93fOiHw8AZWEz5OaQ3s3kLwSOshMyGpRwGusIEurLdkl1YNUAfi_q2konC8RE53u_LM1Tcw/s1600/21.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="248" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjw0gtoR216Dl_HJXD2jarmp6U6jEUh07o-vaTo-Shg8Ofpz6DcYTjRNVOuLhcgarXcCgfBP93fOiHw8AZWEz5OaQ3s3kLwSOshMyGpRwGusIEurLdkl1YNUAfi_q2konC8RE53u_LM1Tcw/s400/21.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Borderlands sanctuary research.</td></tr>
</tbody></table>
<div class="MsoNormal">
At the start of the
project I set a plan out, that would aid me through the project, so I wouldn’t deviate
and get side tracked. My plan included setting time aside for things like modelling,
texturing, engine work, group organisation at the end etc. I also left myself a
two week buffer period at the end, thanks to the suggestion of my mentor, Dan.
Just in case anything went wrong. I stuck to my plan throughout the majority of
the project, but started to become overwhelmed at the end as I gave myself a
large amount of work to do. I ended up cutting a few smaller elements from the
project, such as the particles. I did this because I’d never used particles
before, and knew it would take a bit of time to get used to using them and learning
the basics. Because this would have taken a fair bit of time, I didn’t need to
cut anything else, and the rest of the project ran fairly smoothly. <o:p></o:p></div>
<div class="MsoNormal">
</div>
<div class="MsoNormal">
Throughout the
project I feel I have progressed a lot as an artist. I can see a very noticeable
improvement from the style matrix projects. I started using substance designer
and got to grips pretty fast with the workflow and interface. I have a long way
to go with using it, but I still feel the textures I produced using the program
are well made. Not only did I start using substance designer, but I learn about
how to import parameters and make changes to the materials in engine will ease.
This process gave me a good amount of flexibility when working in engine. Having
the ability to change texture colours/densities/ brick amounts etc with the use
of a slider really sped up workflow and gain better results.</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWtXAASKC4qH9bwiWUm5ezHITb2lWHk-24Stc6EfP4kOZmWfxyqMez3v5vA029Zxqeok5qf1HmfWVcds0M0_QxdOd8Dy1R-CJvL2C-pdvsC1l4veZ-Ci-8vfd22yLFjKXBn_ws3bytHx5q/s1600/Substance+designer+Bricks+trim.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWtXAASKC4qH9bwiWUm5ezHITb2lWHk-24Stc6EfP4kOZmWfxyqMez3v5vA029Zxqeok5qf1HmfWVcds0M0_QxdOd8Dy1R-CJvL2C-pdvsC1l4veZ-Ci-8vfd22yLFjKXBn_ws3bytHx5q/s400/Substance+designer+Bricks+trim.JPG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Substance designer bricks.</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGxrrdaAHYrkNRWkIkUNOfOtXkwE79jAWbTYsHjIocPGQQO8DXrKp4pQu8ykFi-aCi2YZJEMv83RGqCHijWNRiLoK1l9lmHHxvdEsn12NJmsrQvWQh_iMZzpFEskg7Hwi92Tv7Jaoy1gWJ/s1600/82+Brick+paramiters.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="136" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGxrrdaAHYrkNRWkIkUNOfOtXkwE79jAWbTYsHjIocPGQQO8DXrKp4pQu8ykFi-aCi2YZJEMv83RGqCHijWNRiLoK1l9lmHHxvdEsn12NJmsrQvWQh_iMZzpFEskg7Hwi92Tv7Jaoy1gWJ/s400/82+Brick+paramiters.JPG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">UE4 brick parameters.</td></tr>
</tbody></table>
<div class="MsoNormal">
<o:p></o:p> Another program I
really enjoyed working within was marvellous designer. This program allows you
to made detailed pieces of clothing. Its main use is for fashion students. But
I found it very useful for making canopies, banners, tarpaulins etc. I found its
workflow easy and efficient. The act of adding fabric and cloth to my
environment really pushed it as a whole and broke up the hard surfaces that I
had filled the level with. From this workflow it lead me have a large amount of
canopies with the same texture on them. So I used a blueprint with a colour parameter
setting on it, to alter each colour individually. I also used other programs to help with my
workflow, such as Zbrush for sculpting more organic assets. 3ds max plugin’s
for the wire fence, which reduced my workflow time. Leaving me with more time
to spend on other things too. I feel I learnt a great deal within unreal engine
too during this project. Things like using the command prompt, a further
understanding of materials, decals, the foliage brush and more importantly the
landscape editor. This project has been the best so far for the sheer amount of
things learnt.</div>
<div class="MsoNormal">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4GfGXODZ48bEhDH4OX6OMwjPUaJRiAhofjBiAGJOZK-TfUo3VnCyNNTHOXuqoedIJNpWLsbuEFZz0Wn_5j0mGt_9eJo7-a1ujRKemPBIBbm3v4Yw_FsAvnZ_WD0UrhMttV5UGcCIW40Zx/s1600/51+Marv+D.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="397" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4GfGXODZ48bEhDH4OX6OMwjPUaJRiAhofjBiAGJOZK-TfUo3VnCyNNTHOXuqoedIJNpWLsbuEFZz0Wn_5j0mGt_9eJo7-a1ujRKemPBIBbm3v4Yw_FsAvnZ_WD0UrhMttV5UGcCIW40Zx/s400/51+Marv+D.JPG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Marvelous designer progress.</td></tr>
</tbody></table>
<div class="MsoNormal">
All these things
have really helped me progress as an artist. I’ve not only learnt a lot when it
comes to the programs I’ve used. But I’ve also learnt a lot with team work and
working on a larger scale project. With both physical size, and time spent on a
project. That was one of my biggest downfalls overall though. I had it in my
mind that a larger environment would be better. But in reality, it’s about
quality over quantity. I scaled down my project twice during the project. Once
at the beginning near the end of the block out and secondly about 14 weeks in
when guest lecturer Ben Keeling came in. If I hadn’t scaled it down then, It
would have been unfinished a failure of a project I think. <o:p></o:p></div>
<div class="MsoNormal">
If I was to do the
project again I would have only done an environment the size of the market.
This way I could have taken a lot longer on assets to polish them to a higher
standard. Another thing that I would do differently, would be adding more
geometry to the assets I created. Giving them smaller sections to each asset. I
was told half way through the project, that it’s nice to see smaller sections
to an asset that you can focus on. Such as things that extrude from the side or
top of the object. This can’t work for every asset, especially when basing
models off real life. But I feel I could have done that for a handful of them
in this project. <o:p></o:p></div>
<br />
<div class="MsoNormal">
We encountered a
handful of problems out of our control too. Such as the foliage not being able
to cast shadows due to the limitations of the engine. Which I confirmed by
importing my grass in UE4.9 and testing. Decals didn’t shade properly either,
again due to the engines limitations and not being able to render them in
shadows. This problem is a reoccurring one and as far as I know it still isn’t fixed
in the latest version. So this was unavoidable too.<o:p></o:p></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtGzXto0oqNsQDEVVJBYoNPmCBH8RHAj7N35FFM0wIpSDFw63KpCvYnJ11rY_BnuahTNw_GhLxwjVCCvQGYI_S8UuWHTVY-nG-o4xG1iCUtoZJ6vmHgGm4Ir8TYqWeCmVFpcrTwCKBM8tz/s1600/ScreenShot00140.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtGzXto0oqNsQDEVVJBYoNPmCBH8RHAj7N35FFM0wIpSDFw63KpCvYnJ11rY_BnuahTNw_GhLxwjVCCvQGYI_S8UuWHTVY-nG-o4xG1iCUtoZJ6vmHgGm4Ir8TYqWeCmVFpcrTwCKBM8tz/s400/ScreenShot00140.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Broken decals.</td></tr>
</tbody></table>
<div class="MsoNormal">
What went right
though, was my workflow, minus the reduction of the level. I feel I planned out
the project pretty well, and the things that I changed, have only thought me
what not to do in the future. I’m also very happy with the overall layout. The
modularity of it all, and how I can make changes very easily. Building up
sections and swapping things out is a great feature to have with a playable
level this big. I also feel my textures are really coming along and growing by
the project. <o:p></o:p></div>
<div class="MsoNormal">
Teamwork was a huge
part of this project. We wanted to retain the teamwork essence. But still have
individual things to show for it at the end. I definitely think we achieved
that. Jake has his characters. Sharn has her side of the wall. I have my side
and Emily has her ship. Despite us not having very entwined sections of the
project, we still needed to work together towards a style, colour pallet and
feel. Which again I think we achieved nicely. Jakes characters fit well in each
environment. Emily’s ship looks like it’s a part of my environment and finally
Sharn’s and my environments clash and have distinct contrast, as we planned. Group
work does have it’s problems when you’re sharing an engine file. But we couldn’t
find a way to all have access to the file at once. This became slightly more of
a problem towards the end of the project. But it wasn’t anything we couldn’t handle.<o:p></o:p></div>
<div class="MsoNormal">
</div>
<div class="MsoNormal">
In conclusion, I deem
this project a big success in my opinion. I have defiantly learnt a lot about
various software, teamwork, workflow and other general things for when I start
my next project. I had fun doing it. At no point did I feel overworked or too
stressed. My routine was a steady one with a lot of hours put in and I can
appreciate what I’ve achieved in this time. I think this will make a great addition
to my portfolio and I can’t wait to move onto making improvements to it before
degree show and then moving onto something else.<o:p></o:p></div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-8730889975450539942016-05-27T02:27:00.003-07:002016-05-27T07:43:28.655-07:00FMP Week 20 - The final Week of FMP and Uni. Well. Not only is it the last week of FMP, but its the last week of uni technically. After this we're on our own! Its been a very fast 3 years to say the least. Now its just degree show and graduation and then we're out into the world. But before all that, we still have this hectic week ahead.<br />
<br />
We were making some last minute changes and adding a few texture sheets. The idea was to have the project finished 2 weeks ago, but thanks to the suggestion of my mentor Dan, I gave myself a 2 week buffer at the end. And thank god I did. The texturing took a little longer than originally intended and we encountered a few other problems like decals, grass, crashes, loss of files etc.<br />
<br />
Jakes final versions of the characters were imported and placed after he tested them in a previous engine file a week or 2 ago. The animations ran smoothly aside from one mishap which was easily fixed. One character sits in the centre of the market, a nice start to your journey through the environment. The second is at the end of a dark tunnel on your way to the ship zone. I particularly like this one as you pass through the dark tunnel to only be illuminated by Jakes character at the end with his emissive backpack sign.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFuwRmEaAgN80RJf8NcyFBzht0UtJYF723GukKe7moshXRGJUD66rmcdpRBqbiSll7TN6nAgZYXicdFSy_JykIham_u4oDwA2-BlFkWeHKmD-PZASQH_eJXQLz9_5XUkr1wiVawAhynsyX/s1600/HighresScreenshot00077.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFuwRmEaAgN80RJf8NcyFBzht0UtJYF723GukKe7moshXRGJUD66rmcdpRBqbiSll7TN6nAgZYXicdFSy_JykIham_u4oDwA2-BlFkWeHKmD-PZASQH_eJXQLz9_5XUkr1wiVawAhynsyX/s400/HighresScreenshot00077.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Jakes female character.</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYWzYfUbOSij3zdt9NMi93Y_ebO2f5uHq0DzoJjQTlqWFpilXXJuJUx9QNIR6r0RVBw6s7V1f1Wk-zSZn0lF374yBUQhSkCPRDfGluFvxDkEfIdEMRHMY8VbdIW-adSSmhDFr_UV8R8IJz/s1600/HighresScreenshot00200.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYWzYfUbOSij3zdt9NMi93Y_ebO2f5uHq0DzoJjQTlqWFpilXXJuJUx9QNIR6r0RVBw6s7V1f1Wk-zSZn0lF374yBUQhSkCPRDfGluFvxDkEfIdEMRHMY8VbdIW-adSSmhDFr_UV8R8IJz/s400/HighresScreenshot00200.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Jakes teenage merchant character.</td></tr>
</tbody></table>
Casto gave me some good crit today this week too. Dispite it being the end of the project. Either way it'll give me some things to do before degree show. He told me to include more grime on the walls, as more of a gradient from the floor. The plaster looks too much like primary colours, so maybe tweak those. The statue in the middle of the market could do with something more to make it stand out, more artistic vibrant graffiti etc. Which was my original plan, but I didnt want to rush the graffiti on it as its a centre peice to my level. So I opted for more of a subbtle graffiti and stickers. The final thing he suggested was a particular concrete tilable I have as one of the trim pieces on a building in the market. Not a big thing, but something to do before degree show.<br />
<div>
<br /></div>
This week we wanted to get everything done by Monday to packages, and build lighting. But due to more tweaks we were pushed back to Wednesday. We had a test build on production lighting overnight. Which all was good and the engine was built again on Thursday and packaged that day too.<br />
<br />
Prior to this the changes I made included tweaking a few light maps and light map channels. Moving certain assets to avoid people getting out of the map. Adding collisions to the wire fence, which was previously removed to help mobility when testing, along with the wall collision. One mesh didn't have any smoothing groups on it because I hadn't reimported it in ages. Along with the finalised housekeeping of putting meshes in their desired folders and naming conventions etc. All was fixed!<br />
<br />
With working in a group its a lot harder to get everything planned down to a T. You're always going to encounter problems and when it comes to fixing things at the end it's very time consuming. If we all have a few tweaks, and everyone wants the engine file at once. It feels like ages before its your turn. But in the end we all got things done and handed in on time. We may not have everything we want in the final version and they'll always be tweaks to improve your work. But in the end you've just got to call it and move on. I feel I've learnt a great deal from this project. Both about working as a team and as an environment artist in general. So I consider this project to be a huge success from that alone. Now onto degree show!<br />
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<tr><td class="tr-caption" style="text-align: center;">FIN!</td></tr>
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<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-38356571487469091512016-05-21T11:52:00.000-07:002016-05-27T03:28:45.730-07:00FMP Week 19 - The ends drawing closer and we're running out of time! Only 1 weeks left now. The second too last week has passed, and we were meant to be finished by now. But as for most things, not everything goes the way you want. But that's ok, because we have 2 weeks of buffering to help with that!<br />
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Well anyway, this week consisted of more texturing, as always. More decals, grass, even more texturing, optimization and I've also encountered a few problems. I'm not going to talk about the texturing I've done this week, because whoever's actually reading my blog will surely be fed up of hearing about how I've been doing it for the past few weeks. So lets skim over that shall we? Good!<br />
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The problem I had last week where the grass wasn't causing shadows is still an issue. I had this problem before during the style matrix project, and after searching through the settings I found the hidden "cast shadows" tick box. BUT! this was already ticked in this project, and after a bit of research and help from Craig. I found that UE4.8 has no fix. they introduced the fix in 4.9. Which is what I used for the style matrix. The only reason we didn't use 4.9 for FMP was because it has a habit of glitching and freezing the lighting build. The only solution for which, is to rebuild the whole scene. Out of the question for something this big. 4.10 wasn't finished at the start of the project, so that wasn't an option either. We thought it'd be best to keep too a finished engine version with no harsh bugs. This has only gave us problems in terms of grass, decals, and other settings that aren't added to this version. But those problems have just given us a reason to search for alternatives, which can only improve our knowledge of the engine and workflow.<br />
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Over the previous weekend I made some paper decals to layout on the floor, litter papers etc. Originally I made two versions, but it was apparent they where a fairly square texture. So I made a third more spread out and sparce decal to add tot he mix. These together are enough to give a good amount of variation in my opinion. I feel I could add more in the future, possibly for degree show. But These are great for now. They really add that extra level of variation to the floor after the macro variation from last week.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqpLAt2P4oT0-FtUpZusTg1axzFbkWU4htv0LnFj6hs_e42Rt0unglVM8a1s7lxUgZfzTAYbxxbWideF_I3QcbSroLxQ_laR4ZpTM4Sbiw4UDcLfm7ISk8-SEBZ7JmTiSSmy32TKyFe2Rr/s1600/ScreenShot00160+%25285%2529.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqpLAt2P4oT0-FtUpZusTg1axzFbkWU4htv0LnFj6hs_e42Rt0unglVM8a1s7lxUgZfzTAYbxxbWideF_I3QcbSroLxQ_laR4ZpTM4Sbiw4UDcLfm7ISk8-SEBZ7JmTiSSmy32TKyFe2Rr/s400/ScreenShot00160+%25285%2529.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">Paper floor decals with 2 versions.</span></td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Paper floor decals with 3 versions.</td></tr>
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During this project I upgraded my substance painter to version 2. I knew I might have some issues, but I figured I could always go back if something goes wrong. It turns out when you open the version of your file in substance painter 2, you can't reopen it in a previous version. So I'm stuck working in 2. This has been fine apart from one error that happens occasionally with certain files. In the top right hand corner of my diffuse map. And only my diffuse map. I get a dark square overlaying my texture. This only occurs on a few of my texture sheets. I don't know anyway to remove it, aside form exporting again and again and hoping for the best. I tried exporting as TGA'S (Packaged and unpackaged) JPEG'S, PNG's etc. but nothing worked! I also put a comment on the forums about it. I'm still awaiting a response.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEir9-F9LMbGfn1KzurrLNKZZuvowZEvn87SGkmD7uZOf_lCzBpKrTzANu7KVrZSQgfNrMdUdqcc92Ul-kZolGhZIs0isxNlwl3wzUcYFXTAQWmL5dIU26d8_xT4NiwHzjEusc12CLOjPPjH/s1600/Material+_2_Base_Color.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEir9-F9LMbGfn1KzurrLNKZZuvowZEvn87SGkmD7uZOf_lCzBpKrTzANu7KVrZSQgfNrMdUdqcc92Ul-kZolGhZIs0isxNlwl3wzUcYFXTAQWmL5dIU26d8_xT4NiwHzjEusc12CLOjPPjH/s320/Material+_2_Base_Color.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Top right dark patch error.</td></tr>
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The way I got round a few of them was to export the texture sheet with only half of it loaded in. As I assumed it was because of what was on the texture sheet. Maybe it was too complex for painter to handle. Exporting parts at a time worked for one of the sheets but I couldn't do it for another as all the layers were used on each bit of the sheet.<br />
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I also ended up removing all the padding from my maps in order to save on memory. It turns out this gives you really bad seems along the actual seems of your assets. So I re-exported all of them again, back to the original version with padding.<br />
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Anya gave a nice presentation about the process she went through when creating her dioramas for FMP. She talked about the sketches, what you might be more inclined to include, what not to include, levels of a diorama and she also touched on colour theory too. Really interesting stuff, and I'll definitely be taking her points into account if I end up making a diorama in the future.<br />
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-89959046076495195662016-05-14T11:32:00.000-07:002016-05-27T01:58:17.040-07:00FMP - Week 18 The ends drawing near Last week I mentioned a sudden drop in the frame rate of the level. An unexplainable one at that. When I came to open the engine file this week, and expecting it to drop again. It didn't, and I haven't had any problems at all in that respect. So I just ended up leaving it, as there's nothing I can do until it happens again.<br />
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Over the weekend I spent more time working on the LOD's for my assets. I soon realised that I should have put more geometry into some of them, as I don't feel I can scale down a lot of them to the point of making an efficient LOD without ruining the silhouette. This isn't really a problem, more of a future reference point for further projects. The LOD's aren't a hard process, they're just time consuming, but I did set aside a week for optimisation, and between this and packaging the textures, I think I'll be fine on the time I have left.<br />
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As me and Sharn are switching the engine file between us, it gets to a point where I've added models and textures, among other bits like switching tiny things around, no big deal really. But after a while these things add up. So I spent a little time adding the tweaks I'd made, back in and altering other little bits too. Just general house keeping bits too, such as naming conventions and foldering assets. I did a test package of the engine too, to see how it runs as a finished application. I'm happy to report, it runs perfectly well. Not only does it run well, we've gained about 10 fps!! Happy days!<br />
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I'd been waiting for a clear day to get to work on the landscape I had left. The one which spans from the main door of the wall, and down the side leading to the opening which the ship sits in. In my head I wanted to have a base of dirt with grass, pebbles and puddles mixed in. Towards the door I intended to have either the same again, if the ship zone worked well with this combination. Or something along the lines of tarmac, or a series of stone tiles, but that might get too repetitive with the market zone having a similar set up.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifOBt1fx4kGRStSiluEOLhpcWeL0qlayZbXYpg3jJNnvHaqW1iwSQmNSq2v7K5gJFpoRekD8k85CirskKQWEhS8Vw6Zs4dfJ6moqjwDp__V8qvY9TTCIXEjg-Snglq4jmQ302oeYDcwokv/s1600/ScreenShot00148.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifOBt1fx4kGRStSiluEOLhpcWeL0qlayZbXYpg3jJNnvHaqW1iwSQmNSq2v7K5gJFpoRekD8k85CirskKQWEhS8Vw6Zs4dfJ6moqjwDp__V8qvY9TTCIXEjg-Snglq4jmQ302oeYDcwokv/s400/ScreenShot00148.png" width="400" /></a></div>
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With the landscape tool unreal recommends only having up to 4 different textures to blend together. But from what I found online, you can have double that, and maybe more. To do this its as simple as clicking on the texture sheet and changing the "sampler source" to "Shared: Wrap". Its not recommended to go crazy with the landscape textures. But the 7 I'm using should be fine.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtMn_MknxxyZgHPtTESZtpzA2iOGLCgAXI62H-a36gHDBqhSyGwnprKA0Dl8_StcSUeaeesxhiqg6q5VWP-dWtkAjhEEhP3k9CBGb7_R20Jvk_whtL5RhxORfd6HCi14tn7ghFPNVsqgvV/s1600/Landscape+1+material.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="322" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtMn_MknxxyZgHPtTESZtpzA2iOGLCgAXI62H-a36gHDBqhSyGwnprKA0Dl8_StcSUeaeesxhiqg6q5VWP-dWtkAjhEEhP3k9CBGb7_R20Jvk_whtL5RhxORfd6HCi14tn7ghFPNVsqgvV/s400/Landscape+1+material.JPG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Landscape material.</td></tr>
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As a test I used the grass I made in the style matrix project and laid it out over the landscape for more interest. I intend to make some new and improved grass before the end of the project. But this will do for now. The test grass is too dark and a bit too clumpy. So when I make the new grass, it'll be lighter and more spread out. For now the grass isn't casting shadows. I'm sure its just a tick box somewhere. But I cant seem to find it at the moment, but I will return to this in the future. As for now I've got bigger fish to fry.<br />
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I went back and added more of the macro variation to the majority of my tilables too. Its amazing how much you can improve your scene by doing this quick and easy process. The key to this is to use tilable textures for the macro variation. I ended up using a few non tilables because of the detailing on them. but I'll probably go back and change them when I have time. Just because of a few seems I can see on the variation pass.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhICn5mJR7ybuqa_ZIQQFQtpF1pEnDLXR-jkJi8l8yCgr_CwhyViKk1YW6NSgwwdhN7hCOVJgo0ic-h0hv1N3C6rS8VXHQMm8UpxDKm8YcP0z2L8P3I20RA4Q2ZYJcoEyg-CIxCd2s3zdG/s1600/ScreenShot00152.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhICn5mJR7ybuqa_ZIQQFQtpF1pEnDLXR-jkJi8l8yCgr_CwhyViKk1YW6NSgwwdhN7hCOVJgo0ic-h0hv1N3C6rS8VXHQMm8UpxDKm8YcP0z2L8P3I20RA4Q2ZYJcoEyg-CIxCd2s3zdG/s400/ScreenShot00152.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Before macro.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIHgW9FpV-etovSKjzhgY4JWyH30xVGKW01BNWBMvRv1x-dKk8-xotObs0IjX9MJ8VdaGK2nbw69uz_ZxmOVLRjxNBUzSaIg3LA8czlMa2X-kS_F6l2aCDRsceQq5a-hCvc6smV05RDpx/s1600/ScreenShot00153.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoIHgW9FpV-etovSKjzhgY4JWyH30xVGKW01BNWBMvRv1x-dKk8-xotObs0IjX9MJ8VdaGK2nbw69uz_ZxmOVLRjxNBUzSaIg3LA8czlMa2X-kS_F6l2aCDRsceQq5a-hCvc6smV05RDpx/s400/ScreenShot00153.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">After macro.</td></tr>
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I felt the environment needed a bit more movement in it. So for the "BAR" sign outside the bar. I added a flicker too one of the letters. This added that extra bit of depth and interest to the market area. Along the lines of lights, I added more to the scene in general, so its a bit more true to life now, rather than extremely harsh shadows.<br />
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With the end drawing near and degree show shortly following. We've been having a few chats with Chris and Craig about what'll be happening. So far we know theirs going to be food, booze and industry people coming in to see our magnificent work. We've been discussing the seating arrangements and what we need to have done. We intend to have a playable level each (Myself and Sharn) Along with a fly through each. Additionally to this I'll probably be making some changes to the engine file to add more interest for the player.<br />
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Texturing also continued this week. But im nearly finished!! I textured the mechanics. My favourite building currently, as a i lathered it in graffiti. With a little help from Jake's book on the topic. I took inspiration from a few of the artists. A french man named Boxcar Jeim AKA Jeim, and an Argentinian called Julian Pablo Manzelli AKA Chu. Their Graffiti consists of wacky cartoon characters. So I thought it'd be a nice fitting for a humorous background art to sit in this bleak scruffy looking world.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZTGnvxOtUtcYp29Da7ZUb-2AC-p8Oqc7sH-QtaNYH3Ap0NlNDT2b2FZ2MWA8q1b0E0gROMsMqEukjPPw9Z6YOrjq18WhuXiwmoxkwWDMFzvVg1GD6Mg1w3Vtyx0NrdRgUL6113q4i5jI3/s1600/img001.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="348" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiZTGnvxOtUtcYp29Da7ZUb-2AC-p8Oqc7sH-QtaNYH3Ap0NlNDT2b2FZ2MWA8q1b0E0gROMsMqEukjPPw9Z6YOrjq18WhuXiwmoxkwWDMFzvVg1GD6Mg1w3Vtyx0NrdRgUL6113q4i5jI3/s640/img001.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Boxcar Jeim.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-yRDIwx4DG3tjivSEadvx887glc3jyHaEiCP6cdrrTRxsk_5M-_edyodgea786zT3Dq4cQgrkSzUSoq92mRTwW8hGvpUnudBPfQEn-jTzPHOqiQ6pbVw9WCJAtxBxTrDJL1t46k-Pz8Cb/s1600/img002.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="344" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-yRDIwx4DG3tjivSEadvx887glc3jyHaEiCP6cdrrTRxsk_5M-_edyodgea786zT3Dq4cQgrkSzUSoq92mRTwW8hGvpUnudBPfQEn-jTzPHOqiQ6pbVw9WCJAtxBxTrDJL1t46k-Pz8Cb/s640/img002.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Chu.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCzwCXdSMxVbOqwTPOD9VXn-GqA0HWe-r77dWFpChPDgm4j0_ciidNYxF59cDQEgoMeC9YAcDbuUCR_YWtJs2Rg9wtunWK3KZ9owonTON1NzAhrPwmrqqwcLn3us4svsPBol4fjzS3eVNC/s1600/ScreenShot00160.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="384" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgCzwCXdSMxVbOqwTPOD9VXn-GqA0HWe-r77dWFpChPDgm4j0_ciidNYxF59cDQEgoMeC9YAcDbuUCR_YWtJs2Rg9wtunWK3KZ9owonTON1NzAhrPwmrqqwcLn3us4svsPBol4fjzS3eVNC/s640/ScreenShot00160.png" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Mechanics with my graffiti.</td></tr>
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Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-26536160665110419332016-05-07T14:29:00.000-07:002016-05-26T06:35:08.666-07:00FMP Week 17 - Plugins, engine problems and LOD's These past few weeks have been pretty consistent texturing progress. one of the things I moved onto this week and originally had no idea how to make, was the chain link fence. I knew It had to be a tillable, but I wasn't sure how to go about making the texture.<br />
Little did I know that there's a plugin for 3ds max that is purely for making wire fences such as this. It gives you a variety of parameters such as the size of the wire loops, how many twists occur etc. I keep getting told that by doing something in a more efficient way it isn't necessarily cheating. But I cant help but feel like I'm cutting a corner by using this. The alternative would have taken me quite a few hours and I would have had to do quite a lot of tweaking before reaching something I was happy with. Where as this whole process, of making the mesh and projection mapping, to lining up the texture sheet to be a tillable, followed by making the texture itself in engine. Took me all of about half an hour I think. Much more efficient than about 4+ hours of work for the same result.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5OUzwRmohAig-BiohyphenhyphenLP093xn9Y0xZuuh-QT23VamV4lwyhi-pKRhnrQevqwhp6RohRLbFOTeWaHTmiZYybniFVGzvLOT_aX8QyRC_bhmr4bOg6NlK1xQJv2q7vkD_u0QcfMAgCNHaYeB/s1600/ScreenShot00160+%25283%2529.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5OUzwRmohAig-BiohyphenhyphenLP093xn9Y0xZuuh-QT23VamV4lwyhi-pKRhnrQevqwhp6RohRLbFOTeWaHTmiZYybniFVGzvLOT_aX8QyRC_bhmr4bOg6NlK1xQJv2q7vkD_u0QcfMAgCNHaYeB/s400/ScreenShot00160+%25283%2529.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Not bad for half an hour.</td></tr>
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I worked with decals in engine this week too. Which aren't exactly practical, efficient or working properly. Initially I had the problem of them working fine-ish, in the light. But in the shadows they virtually disappear.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZMLFPHZ0IDgMxbUe6WLpk_U7qmmUnRN83WCe_7JbTrZFQqjuNNVWC8S-M27aDywYFZxxYU7hyphenhyphenLfVz8Y520_Saif3Bu-8G-eKkbuCPij25Dwy4amAfL97587h225e8LctAXp9AQzW_n2mv/s1600/ScreenShot00140.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZMLFPHZ0IDgMxbUe6WLpk_U7qmmUnRN83WCe_7JbTrZFQqjuNNVWC8S-M27aDywYFZxxYU7hyphenhyphenLfVz8Y520_Saif3Bu-8G-eKkbuCPij25Dwy4amAfL97587h225e8LctAXp9AQzW_n2mv/s400/ScreenShot00140.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Standard decal.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiP7auUCPnt3mwigHyo-ZJiNPEaFehZ-p0xgODZKXGE7j-kd_vcugAMv6lmU_wIHY1x__pJtf1PTAG7LVKWhFmx_bp_Ou7FR5HSIN83FH_uJNhpxrha-rRG5rHXgoZxPojat7Is4V4Otwij/s1600/ScreenShot00161.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiP7auUCPnt3mwigHyo-ZJiNPEaFehZ-p0xgODZKXGE7j-kd_vcugAMv6lmU_wIHY1x__pJtf1PTAG7LVKWhFmx_bp_Ou7FR5HSIN83FH_uJNhpxrha-rRG5rHXgoZxPojat7Is4V4Otwij/s400/ScreenShot00161.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Decal with emissive. </td></tr>
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This is obviously a huge improvement, but it only works for coloured decals. It wont work in dark areas where the light flickers, because it'll be illuminated all the time. And because of this, grime is out of the question due to these limitations. This is one of the things I'm constrained too by the engine version, but even if I used an up to date version, I believe they're still not 100% fixed.<br />
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LOD's are a useful way to reduce the draw on the engine if you're having trouble with the frame rate. So I intended to make multiple for each asset. The process of making them wasn't long at all really, and it made me realise I need to put more geometry into my assets in the future. Some of the assets I made didn't need an LOD, because they were as low as I could go without disturbing the smoothing groupings. So a few of my assets don't have them, where as some have multiple. I had a feeling I could package the LOD's in with the original mesh. The same as you'd do with the collision. But when I tried to do that, they didn't combine. The alternative was to import them seperatly. Which doesn't take long at all really. Its just a bit annoying when the feature should work.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaABJlvEAVXzKBL36WkOmM_i6rsmzQTUjUoiL1R1afcgAzL6kThsGHACLvCYQOv7b2kgl5I3YTI1UgVI8iwZLA0oNOX63npOuKyLGap94FmJefanCn8-a4rfaXwUBxqwU4WhyYKnyZK29F/s1600/93+LOD%2527s.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="297" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhaABJlvEAVXzKBL36WkOmM_i6rsmzQTUjUoiL1R1afcgAzL6kThsGHACLvCYQOv7b2kgl5I3YTI1UgVI8iwZLA0oNOX63npOuKyLGap94FmJefanCn8-a4rfaXwUBxqwU4WhyYKnyZK29F/s640/93+LOD%2527s.JPG" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A selection of LOD's next to their respective meshes.</td></tr>
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Last off I had a few random problems with a drop in FPS too. Completely unexplained. I didn't know if we'd reached some kind of limit on the engine, or if that was even a thing. So as a test I decided to remove Sharn's side of the wall in a copy of the engine. To see if anything would happen. Unfortunately nothing happened and it still dropped considerably. More on that next week.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-81998523851151170092016-04-30T13:32:00.000-07:002016-05-26T04:00:57.107-07:00FMP Week 16 - More texuring<div class="separator" style="clear: both; text-align: center;">
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As we keep a constant flow of critique between the team, Jake mentioned the level looked a little dull and brown this week, so a bit of brightening up was in order. The idea was to have the majority of the level looking fairly muted with areas of pop. I think the reason my environment is looking this way currently is because I haven't fully imported a lot of the brighter assets textures yet. But despite this we also felt the walls could do with a few more colours added in. some muted blues/ turquoises were what we decided on. It really pushed the colours and added more interest to the level overall.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_TvTVcYleBiVKe1QxiHmrg4_f7XhXUF05FD0UIhehNQJHeXkZyJwRj1h3KLi0j2y2YmB_lv8PSoMX8B6hkwSVKrw-sSCPVhggOa8EVOx50YtaT9U_FTcXSgTmIgzLoc_c4zB273fShmcV/s1600/ScreenShot00160.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_TvTVcYleBiVKe1QxiHmrg4_f7XhXUF05FD0UIhehNQJHeXkZyJwRj1h3KLi0j2y2YmB_lv8PSoMX8B6hkwSVKrw-sSCPVhggOa8EVOx50YtaT9U_FTcXSgTmIgzLoc_c4zB273fShmcV/s400/ScreenShot00160.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">TOO BLAND A BROWN!</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBslpZhE4kugGhf4eH_gtPWCcxTLJJCwcsfTnlTaZWjmxU__fWZdmjoWDhYsVnsHux2OI4M0xn4gX_oqap7i5GUu780XpZ2LFDX2YlRZl7_XGUXoz0RJqUi3FzIJWSM3A2lpllW1DEZtUb/s1600/ScreenShot00158.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBslpZhE4kugGhf4eH_gtPWCcxTLJJCwcsfTnlTaZWjmxU__fWZdmjoWDhYsVnsHux2OI4M0xn4gX_oqap7i5GUu780XpZ2LFDX2YlRZl7_XGUXoz0RJqUi3FzIJWSM3A2lpllW1DEZtUb/s400/ScreenShot00158.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A few colour changes to the plaster.</td></tr>
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More texturing cloth was done this week too, like I said in my previous post I've got a good system down I think for a comfortable cloth material. So this didn't take me too long and looks like a good cloth material in my opinion. I also took to texturing the series of signs I have scattered around the market area of the scene. These vary in texture shape size and eye draw. The more basic stalls have hand painted/ botched together signs which have little appeal aside from the obvious name/product they're advertising. Where as others have emmisive borders or text which obviously draw your eye more. These are owned by the higher quality shops/businesses such as the bar and gun shop. Which clearly have more money to throw around.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgddmy3YasIetPwj5RSHAyrxb-_lgzprfxnjl57_c7sDzrEWRMgVXg_i8LkNjwLTu9pW47TeL1cN2qSL0F2kPLdnS8bIHY6v76JyAx6GoExfvlcNz3ZRt1uXQQgms-VyZgXzUDYwiSBKds8/s1600/ScreenShot00159.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgddmy3YasIetPwj5RSHAyrxb-_lgzprfxnjl57_c7sDzrEWRMgVXg_i8LkNjwLTu9pW47TeL1cN2qSL0F2kPLdnS8bIHY6v76JyAx6GoExfvlcNz3ZRt1uXQQgms-VyZgXzUDYwiSBKds8/s400/ScreenShot00159.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">More cloth for the scene.</td></tr>
</tbody></table>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7Gm-wjfl6l5pXEeyLosJgkXIv3vmjjYXeOaIdXCfRZCLh_VdyghGsubjBIVp4JJm_yqEKXSklsVthtQEF6EyDJSucS_1ATKR4GFnHf11fZiE7iB4Og_cknjNom7rHtLiz87y-eO0gWIw9/s1600/ScreenShot00160+%25282%2529.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7Gm-wjfl6l5pXEeyLosJgkXIv3vmjjYXeOaIdXCfRZCLh_VdyghGsubjBIVp4JJm_yqEKXSklsVthtQEF6EyDJSucS_1ATKR4GFnHf11fZiE7iB4Og_cknjNom7rHtLiz87y-eO0gWIw9/s400/ScreenShot00160+%25282%2529.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Variety of signs.</td></tr>
</tbody></table>
The main thing this week I gained was the knowledge of colour manipulation in UE4 via a blueprint system. Last week I was shown how to change the colour via an instanced material. I knew Mike Pickton had a better and more practical solution to this problem, so I asked him. He explained that you can do it specific to each mesh actor in the scene using a fairly simple blueprint in which you set a parameter. Which appears in the panel at the side settings of the asset to change the colour. The main thing that I had to do, was set a mask to the sections of the mesh which I didn't want the colour change to occur. Along with setting the section I did want to change, to a central grey colour, so the colour occurred naturally and didn't clash or mix with the initial colour.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgF8kBMe-LxnF5QmgXXxhVo0Iq4UtqMNDh2QFbe1iFOKL0XUq_tNcmNxm4SPEYzf_LxRp4y5sa0-YLxbwBjlfxQ5cm40sqP4dDaMgc53d0QSbH0Jly1exJcF7m-o14B6JV8YzNOb6i_AwUO/s1600/ScreenShot00158+%25283%2529.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgF8kBMe-LxnF5QmgXXxhVo0Iq4UtqMNDh2QFbe1iFOKL0XUq_tNcmNxm4SPEYzf_LxRp4y5sa0-YLxbwBjlfxQ5cm40sqP4dDaMgc53d0QSbH0Jly1exJcF7m-o14B6JV8YzNOb6i_AwUO/s400/ScreenShot00158+%25283%2529.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Any colour you want!!! </td></tr>
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Mike said this parameter is a good way to add variation but don't use it for as asset you use a huge amount or on a large variety of assets either, because having a large variety of meshes with this on them can cause a drain on the engine. So use it fairly sparingly.<br />
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I had a weird issue this week too, with the differentiation between vertex painting a texture on a mesh and using the landscape editor. Even though I'm using the same material on both, I had a clear difference between the two. It turns out I had a value of "0" set on the specular channel on only one of the materials.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiI8RFOcjSQJoc2-fITyocOTH1qsd64-XzxnWp3ZfvIuwSiicn4JFhs_UGlnUSKlaX_sFlCP4eexRkVGD8X3DeH1F84ht0MJAQmjObuyK8l3TKrsXLRSbnvoanpPVspP5UYJEuuYHu9Bqac/s1600/ScreenShot00159+%25282%2529.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiI8RFOcjSQJoc2-fITyocOTH1qsd64-XzxnWp3ZfvIuwSiicn4JFhs_UGlnUSKlaX_sFlCP4eexRkVGD8X3DeH1F84ht0MJAQmjObuyK8l3TKrsXLRSbnvoanpPVspP5UYJEuuYHu9Bqac/s400/ScreenShot00159+%25282%2529.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Before.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_8K2IwepIM-mySEX0DvGXIdBWpMGr3ekQ3KZHywfyYJk1aG7GIpAooZ4GeGXD9Ve_Fgt5GJMTEh0QvQ7NvInlj728h0qykt0v_fziIYoQz-OgR3ku3ABLfW60MgTufnSP1vnMMtdZuLtE/s1600/ScreenShot00159+%25283%2529.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_8K2IwepIM-mySEX0DvGXIdBWpMGr3ekQ3KZHywfyYJk1aG7GIpAooZ4GeGXD9Ve_Fgt5GJMTEh0QvQ7NvInlj728h0qykt0v_fziIYoQz-OgR3ku3ABLfW60MgTufnSP1vnMMtdZuLtE/s400/ScreenShot00159+%25283%2529.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">After. (And with a few tweaks to the main floor contrast)</td></tr>
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But, oh and its a big one... that didn't fix the problem entirely. Unfortunatly. I'm still fairly confused on the mater. I feel like it has to be a difference I have no control over between the landscape editor and the process in which vertex painting is applied. Either way I have no idea of the solution. Its not to much of a problem, but its a thing that could push the environment that bit more.<br />
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Along with helping me with a few problems in engine Mike did a great talk this week about his time at ubisoft. The talk included general tips and tricks about environmental art, lighting and other placement and draw that the engine has to deal with when rendering the scene. It was a great insight into what I should be thinking about when placing assets in a large scene/environment. one thing I found particularly interesting, was when he said about how the engine draws assets in sections of the map. And if you only have one instance of an asset in that area it has as much draw as another section with that same asset instanced multiple times.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-65823720751657468322016-04-23T18:16:00.000-07:002016-05-26T06:35:58.590-07:00FMP Week 15 - The texturing continues. With the surprise of guest lecturers Ben Keeling and Rich Carey last week, and their very helpful critique on my work, I have been plodding on with the continuation of texturing, working my way through the many assets I have created, and sorting out the issues they brought up.<br />
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Mike Pickton has started a series of talks on subject we all feel we should know or may want to know about. This week his lecture was on macro variation in textures and creating a water textures, along with other tips and tricks he feels we should know. Definitely full of useful and simple info to push our FMP's.<br />
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Macro variation in textures within engine is a great way to break up large tiling textures. I've had this problem in the past, where I've got a tiling texture that's not that noticeably tiled, until it spans a large area. With macro variation you're simply multiplying or blending two textures together at different sizes giving your texture a varying roughness and gradient. It works surprisingly well with a simple grime/clouds black and white texture. And better still, it takes about 2 mins to set up. I definitely plan to add this to a large range, if not all of my tiling engine textures.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGEBoecW_0mAlGdvUOBT9dOd4EgEehKP00HQ6H_WdZ-orDvUE44fwlhaedqJOoYDS31O-basjRoBmNn-OCiI5rTJcbTVF6TVT4eR2Nj9E-N9gxuLdtLnBh_IfzxoWXXC2xA4EFf2DROw5d/s1600/91+Blend+overlay+2.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="258" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGEBoecW_0mAlGdvUOBT9dOd4EgEehKP00HQ6H_WdZ-orDvUE44fwlhaedqJOoYDS31O-basjRoBmNn-OCiI5rTJcbTVF6TVT4eR2Nj9E-N9gxuLdtLnBh_IfzxoWXXC2xA4EFf2DROw5d/s320/91+Blend+overlay+2.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Macro variation.</td></tr>
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Sometimes this way of using macro variation doesn't work, and can overwhelm your textures. To combat this you can multiply your texture with the macro variation to blend them together. So that when it blends with your actual diffuse, its been dilated and can give sutler results. Like this.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjouHyX2c8FIUl7ThpdHH7_BG19ObsfLCwE88tKZvTAqsFF21N6iJUwLzDD-RCp6D9pgz8rJO8vh3B4RQdl7cMjaXfr1NKaN5Ng_gfsRwBZ-K5_6fwo4iMdXMkw8wKox6EYVDctavP0FFX4/s1600/90+Blend+overlay.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="231" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjouHyX2c8FIUl7ThpdHH7_BG19ObsfLCwE88tKZvTAqsFF21N6iJUwLzDD-RCp6D9pgz8rJO8vh3B4RQdl7cMjaXfr1NKaN5Ng_gfsRwBZ-K5_6fwo4iMdXMkw8wKox6EYVDctavP0FFX4/s320/90+Blend+overlay.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Macro variation with multiply.</td></tr>
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We were also shown how to create a more grounded water material. Something I struggled with greatly on one of my previous style matrix projects. I was stuck between the option of having it look like paint or completely transparent. But with this new method you can have a good balance of both, along with a varying transparency depending on what angle you're looking at the water surface and a good sense of depth when looking down. I may just have to go back and alter my hot springs for portfolio purposes. <a href="https://panopto.dmu.ac.uk/Panopto/Pages/Viewer.aspx?id=ef803fbf-e499-43d5-95be-61a56b61458f&SignedIn=True">Mikes talk.</a><br />
But before I go back to previous projects, the FMP progress continues. I did a fair bit of cloth texturing this week, on the canopies, banners and market stall texture sheet, along with the underpass cloth that's hanging down. I feel I've got a good workflow for creating the fabric now, so the rest should come pretty easily.<br />
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I was also shown this week how to set a parameter on a mesh so you can change the colour of it. I'll have to set up a different material for each variation which may hinder the performance depending on how many I have so I will have to work sparingly, I think 3 variations will do. Although I'm sure Mike Pickton showed a few of us a way to add this parameter to a set mesh, and vary it on the instance itself rather than having multiple materials. I'll ask him, as this is the preferred method.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhrB_LnogsBULnuz5vOghCvLIIEn20l6Woqd-89vMAN6DzeqTuFm8CmbqsyFg8tgDcyAGf98fTqREsDCj6iFfrmFTk8_XrSkBuAduZCrokFCUa8fOXMBoCk7kdJ4hhibRbhEM8aPOw_BlA/s1600/ScreenShot00135.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhrB_LnogsBULnuz5vOghCvLIIEn20l6Woqd-89vMAN6DzeqTuFm8CmbqsyFg8tgDcyAGf98fTqREsDCj6iFfrmFTk8_XrSkBuAduZCrokFCUa8fOXMBoCk7kdJ4hhibRbhEM8aPOw_BlA/s400/ScreenShot00135.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Canopy colour variation 1</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPeR8NnJdfBfRBgZiVRHjfWT2Mf4i246XWkxMXGi40cqZJh85Nv6jLYzt-TBhJCFGVC77V925TEcAu5jkvBArlEBEjokdNwXiOhVzcH4_cNG2YkF5vuuwvPMZWsU01Pr7qiPeBpftApsq_/s1600/ScreenShot00137.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPeR8NnJdfBfRBgZiVRHjfWT2Mf4i246XWkxMXGi40cqZJh85Nv6jLYzt-TBhJCFGVC77V925TEcAu5jkvBArlEBEjokdNwXiOhVzcH4_cNG2YkF5vuuwvPMZWsU01Pr7qiPeBpftApsq_/s400/ScreenShot00137.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">Canopy colour variation 2</span></td></tr>
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The problem I'm facing with using the duplicated material is that its changing the colour of everything on the texture sheet, including the brackets. So its hard to find a balance of making them looks different on the cloth but not to different on the frame. This is another reason why I think using Mike's method would be more beneficial too. He should be able to show me a simple way to mask out the frame.<br />
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The engines coming along, but I still have a fair amount of white in the level. A series of tilables should be able to combat this pretty quickly.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrp8rjgpuBZwLFYMZ1aoVYnN5t7G-DTEDb6wB4Rzmcwg3Ly0sMdevKxpxjPySgDBrwy63MbtSc8zFxy7aI8cnFiIpLxb019y7SfBlUTWWxnK6N98xFaVUqBwevFpD-b9RxAYkHESeIMRHc/s1600/ScreenShot00136.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrp8rjgpuBZwLFYMZ1aoVYnN5t7G-DTEDb6wB4Rzmcwg3Ly0sMdevKxpxjPySgDBrwy63MbtSc8zFxy7aI8cnFiIpLxb019y7SfBlUTWWxnK6N98xFaVUqBwevFpD-b9RxAYkHESeIMRHc/s400/ScreenShot00136.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Up to date engine view. Too much white!!!!!</td></tr>
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<br />Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-8469333453889924822016-04-16T11:29:00.000-07:002016-04-23T10:35:09.550-07:00FMP Week 14 - One busy week As you can tell by the title its been a busy week. We've had industry people from Creative Assembly come in to give crit and feedback on our portfolio's and work in general. I've had some trouble with the engine file and I've down scaled my environment quite a bit.<br />
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So lets start off at the beginning. The week started of as any other week has, texturing and applying the textures to the engine file, tweaking them along with sorting out light maps and unwraps etc. But shortly into the week I encountered a problem with the textures streaming contently. After a short while of a contently un-built level and a headache, Oh and the obvious google or two. I found out its to do with the memory "poolsize" that your GPU is allowing the engine to receive. By default its set at 1000, which is 1GB of GPU memory. You can find this out by typing in "Stat streaming" into your engine command prompt, it'll also tell you how much you're using, which should be under the 1000 allocated. Mine was but I was still having the problem, so by upping the poolsize to 2000 (2GB) the problem stopped. To increase the poolsize, you type in "r.streaming.poolsize" followed by a number, in my case 2000 was enough. Unfortunately this needs to be done every time you open the engine file, as it doesn't save your inputs.<br />
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After that issue was resolved I got back to the usual process of texturing, Working mainly on assets, rather than tillables.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpT3Z0s8hFnKhyphenhyphenZDxB21B67ZGDSD5G8bmYuNLDkDosdU9an0aX9qREWvqrrBz05zqpHSUSMk23DX9XMspedvuJjFMyMX36mhQ5WMadc07gwp-ueLwR-mFs3wjOFESysyuO0ZtYDmSum9nU/s1600/85+Air+con+unit+front.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="170" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgpT3Z0s8hFnKhyphenhyphenZDxB21B67ZGDSD5G8bmYuNLDkDosdU9an0aX9qREWvqrrBz05zqpHSUSMk23DX9XMspedvuJjFMyMX36mhQ5WMadc07gwp-ueLwR-mFs3wjOFESysyuO0ZtYDmSum9nU/s400/85+Air+con+unit+front.JPG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Two air conditioning units.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfpU12ohvrWuFSkXrFkE5ikX68sGg_7ZIeRylCAQ9Tq38byQIsoTkOgli6zC4_jsz4MGT-E-xlCg0_A5PbKiGJSkPGIPe9XSputd9ubYjrnNdEgjV53PCNFQ00IjyKnCpBAhP6qSm3pZzf/s1600/86+crates.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="203" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgfpU12ohvrWuFSkXrFkE5ikX68sGg_7ZIeRylCAQ9Tq38byQIsoTkOgli6zC4_jsz4MGT-E-xlCg0_A5PbKiGJSkPGIPe9XSputd9ubYjrnNdEgjV53PCNFQ00IjyKnCpBAhP6qSm3pZzf/s400/86+crates.JPG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Two different sized crates.</td></tr>
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Wednesday we had the pleasure of two ex DMU students come in from Creative assembly to critique our work and give us feedback on our FMP's. Ben Keeling (Environment artist) and Rich Carey (Character Artist) talked about their time and progress through the industry and gave some tips and info about what we should be doing, what to include in our portfolio's etc. Very informative stuff.<br />
As Ben is the envuironment artist of the two he came over to give me some feedback on my environment. The main thing he talked about was the size of the scene. I've been told before about the size and thats been my biggest problem throughout the course, so to hear it again was no surprise. But he told me a few things I could to to reduce the size, what areas to discard etc. Along with that he mentioned there's currently a lot of white assets that need at least basic textures on ASAP.<br />
With regards to what I could scale down the environment and make it a bit more compact. Ben suggested to bring the market closer in towards the center, remove the stairs up to a dead end. Along with removing the starting area that leads behind the hotel and next to the wall, instead bringing it round the front. He also suggested to get rid of the small patio benched area in between the market and ship zones, because it doesn't add anything new and its just another area to populate. One final suggestion he mentioned was to move the ship closer to the chain link fence and vice versa.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQGm5XpQgUREFsSY6b9ODplN1o0lRMuxuH63eO_zOYeO2ImU7jIqcUBFuM9BlnGZxVjqkILwBYbYPuL1Jrf7BMWYQ4o1Haf_gjerrB7-Hg7EXnhDpQeahp2BYQv4ZC_eK77hl9tQtwY3zE/s1600/77+layout+change.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQGm5XpQgUREFsSY6b9ODplN1o0lRMuxuH63eO_zOYeO2ImU7jIqcUBFuM9BlnGZxVjqkILwBYbYPuL1Jrf7BMWYQ4o1Haf_gjerrB7-Hg7EXnhDpQeahp2BYQv4ZC_eK77hl9tQtwY3zE/s400/77+layout+change.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Ben Keeling's layout suggestions.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhriXB-0e2BSe1T_HEaLuN3SRn_0q5-hVj3fcHo4GiUGyRzHWyhyphenhyphenhyxkYS4fsC6D0X8Bf0g9j91ecv6nLyFsVjdvZsg9YienEgGTOAMuMGc2E9HPHmfy66EppxYIP95p5Fewhxn1HC25aqe/s1600/ScreenShot00126.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhriXB-0e2BSe1T_HEaLuN3SRn_0q5-hVj3fcHo4GiUGyRzHWyhyphenhyphenhyxkYS4fsC6D0X8Bf0g9j91ecv6nLyFsVjdvZsg9YienEgGTOAMuMGc2E9HPHmfy66EppxYIP95p5Fewhxn1HC25aqe/s400/ScreenShot00126.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Removed back way round hotel and added front route.</td></tr>
</tbody></table>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhf5Qou-Bmq5w_wVjVFtkKtwUZN8_QNOFeOV-JYZFKz2kYR64DTwuCj4y5SgVcKcLOrd-km7XJFjuPFky4r20U4t9zb0Wb3qy5RBWT8ZaJbvFyWekIG1QrrJEtTNe2TLUxV6mhyphenhyphenlN8Ib5CC/s1600/ScreenShot00127.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhf5Qou-Bmq5w_wVjVFtkKtwUZN8_QNOFeOV-JYZFKz2kYR64DTwuCj4y5SgVcKcLOrd-km7XJFjuPFky4r20U4t9zb0Wb3qy5RBWT8ZaJbvFyWekIG1QrrJEtTNe2TLUxV6mhyphenhyphenlN8Ib5CC/s400/ScreenShot00127.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Smaller more compact route to door.</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgw1JGwdRZBWNTd8wtgn3JNXvhtimEfEZYnKTrU558S7mxEkP-q8Fp38yXHmsRQgOIynPaBhlEitYXCKCgH9bs3SOKz7-b_XZlLM4B5djIgGXl5VtVQe-2mFl2nsZ8e-KDkcRziYSwynp1r/s1600/ScreenShot00128.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgw1JGwdRZBWNTd8wtgn3JNXvhtimEfEZYnKTrU558S7mxEkP-q8Fp38yXHmsRQgOIynPaBhlEitYXCKCgH9bs3SOKz7-b_XZlLM4B5djIgGXl5VtVQe-2mFl2nsZ8e-KDkcRziYSwynp1r/s400/ScreenShot00128.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Ship and fence moved closer to each other.</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6rrO6YWMFP6SgrtvxLrrG7mcVtk6-hr3UZaYbdblcxaZkDSvlesW8w5JQ2-A7XYGeJr83uvxBPnIq_7gFZDjEhLMm0ADpFi6DWGIs-NHOv6lWzJcKNtC0oPJnsnC9tIMOm1gxj-JTR6rb/s1600/ScreenShot00129.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6rrO6YWMFP6SgrtvxLrrG7mcVtk6-hr3UZaYbdblcxaZkDSvlesW8w5JQ2-A7XYGeJr83uvxBPnIq_7gFZDjEhLMm0ADpFi6DWGIs-NHOv6lWzJcKNtC0oPJnsnC9tIMOm1gxj-JTR6rb/s400/ScreenShot00129.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Market moved in on itself.</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9Mgcv9AbPnLkFhINPpieFyZnA52zEDrfYN3vLWHVcQbtf52bGq2htYbgMPzASPAddlEQLWVHjCVgDN5iF76sTRMDsH_RZenLViO12KJTHj42YA8PAogPHvdLjgHTAjFnmJzksi58sZncP/s1600/ScreenShot00130.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9Mgcv9AbPnLkFhINPpieFyZnA52zEDrfYN3vLWHVcQbtf52bGq2htYbgMPzASPAddlEQLWVHjCVgDN5iF76sTRMDsH_RZenLViO12KJTHj42YA8PAogPHvdLjgHTAjFnmJzksi58sZncP/s400/ScreenShot00130.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Dead end was removed.</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYMXbKKBHeGsUnB80YxoDjsS_DDvXUB4lbe094P7_btgxgOqqR7eEl6jwdOJrKxg8pUEHXBeMPD4GgLfLqPBhOdW90UFUISzKVsjhm27Qd5kC17150ERNospnn-7GVBTJpYPqK7w0IlXL9/s1600/ScreenShot00131.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYMXbKKBHeGsUnB80YxoDjsS_DDvXUB4lbe094P7_btgxgOqqR7eEl6jwdOJrKxg8pUEHXBeMPD4GgLfLqPBhOdW90UFUISzKVsjhm27Qd5kC17150ERNospnn-7GVBTJpYPqK7w0IlXL9/s400/ScreenShot00131.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Picnic/Bench area has been cut off. </td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9hdHDkzdbzx4H86PPkidWmzE3b4k4kiGORxBBiMB6i6cJiENTYq6-qlhn6eUKUZ8OLsFfQghjUBUYP_VOjHUMOv1qbJ0rBKPc6wY_TfqgZfFp1VvsSkt6Uw1hOfgvUCgaPum6zKLhozvn/s1600/ScreenShot00132.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg9hdHDkzdbzx4H86PPkidWmzE3b4k4kiGORxBBiMB6i6cJiENTYq6-qlhn6eUKUZ8OLsFfQghjUBUYP_VOjHUMOv1qbJ0rBKPc6wY_TfqgZfFp1VvsSkt6Uw1hOfgvUCgaPum6zKLhozvn/s400/ScreenShot00132.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Area around the ship has been moved in.</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbuKEdbE-1IQOgN0IytcSLFbZAPNY4az3dEHhktFtCl5DI1LaL0Zscnyj3xPKh1avqNarqpvhrDKtOW9slK7swp8zuVQ9BLOcZabm8XRSNLiP3bAi4ghAtPjJdt12jXcEt-Z3jAioGFfGM/s1600/ScreenShot00133.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbuKEdbE-1IQOgN0IytcSLFbZAPNY4az3dEHhktFtCl5DI1LaL0Zscnyj3xPKh1avqNarqpvhrDKtOW9slK7swp8zuVQ9BLOcZabm8XRSNLiP3bAi4ghAtPjJdt12jXcEt-Z3jAioGFfGM/s400/ScreenShot00133.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">Area around the ship has been moved in.</span></td></tr>
</tbody></table>
Overall I feel a lot better about the size and complexity of my environment now. It feels more real, and looking back at what it used to be has really put it into perspective on how large it was.<br />
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Last of all this week I've been working on using bump offset in conjunction with height maps to give the illusion of added geometry within my textures. This may require some tweaking in my height maps as they didn't rise as much as I expected. This is something I plan to work further into.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-18443922734846499802016-04-09T04:40:00.000-07:002016-04-17T04:41:03.447-07:00FMP Week 13 - Texturing in painter and design As I'm onto the texturing phase of the project and have been for some time now, I've spent a lot of time in substance painter and designer, as you might imagine. This weeks been no exception, I've textured a bunch of smaller assets within the pub section of the level as my intention is to get that area to an almost finished state. Here's a couple of the props I'm using within the scene.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcaQnquMRb367gcEotZ2qgFjLHPgjwbiXZGQUQ8yFH8wkwUhrHg37RR_TW1NCfKfurxqSuIS-8iCdgGCipbKnljuhaqvYemPmaqnCFt5p1ysyUEdkvndT1T56g5xqlUhYlt6PkTZUBeSGT/s1600/75+speaker.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="236" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcaQnquMRb367gcEotZ2qgFjLHPgjwbiXZGQUQ8yFH8wkwUhrHg37RR_TW1NCfKfurxqSuIS-8iCdgGCipbKnljuhaqvYemPmaqnCFt5p1ysyUEdkvndT1T56g5xqlUhYlt6PkTZUBeSGT/s400/75+speaker.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Speaker/PA system prop.</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHgQlW_1joLbVpHYG82AS3oo54guly6sQ0jx96EM9xyRugDyVQ4KZQxyi3Kp8Pp5Wx0pXc4GmOUX8jDQQtMf4JoilZAFVBoKfJfTwbusB3VvubECNcKEceh9zoe4xo9hfq42ChbJAR-SQU/s1600/76+cardboard+boxes.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="252" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHgQlW_1joLbVpHYG82AS3oo54guly6sQ0jx96EM9xyRugDyVQ4KZQxyi3Kp8Pp5Wx0pXc4GmOUX8jDQQtMf4JoilZAFVBoKfJfTwbusB3VvubECNcKEceh9zoe4xo9hfq42ChbJAR-SQU/s400/76+cardboard+boxes.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Cardboard boxes prop.</td></tr>
</tbody></table>
I feel these are textured enough to add without worrying about them, and then I can move back onto them later on when everything else is to the same standard as these. I think I might have to add more smaller "filler" props later to the rest of the scene to dress it up a bit more in other locations of the map, as to not keep repeating them as much and give some variety.<br />
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With the assets that's needed to populate the pub scene, they'res obviously the pub itself too. As I'm facing a lot of industrial materials and dull bricks I wanted the pub to stand out a bit more, to draw attention. So I decided that the pub for the most part would be metallic. It works well with the 2 sides I have located next tot he pub. Those of which I also textured this week. I've had a few problems with the metal not shining and shading properly. But after a bit of asking around I was told that a reflection sphere is needed to cause the reflections to act as they would in real life.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgg9kNMMCH5BECsY9_eSYUi-LAVdD2GKe38Vwog7o7d4h2iSG1LWXOm4yrzm7CVZulS249kdD6UqDIvKEsi_23PrnZloVKEdJi6pVAqaPAJPG0a_kQDvsFNcTZMlM3swsjZcC2ZveAjNCY7/s1600/ScreenShot00123.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgg9kNMMCH5BECsY9_eSYUi-LAVdD2GKe38Vwog7o7d4h2iSG1LWXOm4yrzm7CVZulS249kdD6UqDIvKEsi_23PrnZloVKEdJi6pVAqaPAJPG0a_kQDvsFNcTZMlM3swsjZcC2ZveAjNCY7/s400/ScreenShot00123.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Pub</td></tr>
</tbody></table>
Previously I was sure that 2k textures would be alright for my scene, but now after texting a few of the assets that you're going to be very close to. I'm sure that 4k would be more suited. If need be I can always downscale later on.<div>
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<div>
As I've been using substance designer to create some of my tillable textures. I was under the impression that by giving the materials parameters, and adding those to the engine file, it would be extremely handy. But after actually doing it, I feel as if the main function of them for me is to adjust, and find a nice balance that works. Followed by creating a standard tillable and using the parameters I know work in engine.</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk5XvO30fTbnqcXa1IoUou0FiddkdYU_G9Hg7yXuFXLoFGoj5QxY8RjV1Q-7B_9GEIDu24Nb_X_Fw0bSzZNbQuCOFKFZskcr2AcgVo2lHgNa8acNit0PgVSYsl9RDWmiP-_8tTyY_uNVK6/s1600/82+Brick+paramiters.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="218" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk5XvO30fTbnqcXa1IoUou0FiddkdYU_G9Hg7yXuFXLoFGoj5QxY8RjV1Q-7B_9GEIDu24Nb_X_Fw0bSzZNbQuCOFKFZskcr2AcgVo2lHgNa8acNit0PgVSYsl9RDWmiP-_8tTyY_uNVK6/s640/82+Brick+paramiters.JPG" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Brick parameters in engine.</td></tr>
</tbody></table>
Here are the parameters in engine, controlled by a series of sliders that I have set in substance designer. You can set as many or as little as you wish. This brick texture I intended to have a few varieties, hence why I have many options to change, giving me a wider variety to choose form. Like I mentioned you set these yourself, so for something that isn't as complex you can just have the few sliders like this tarp texture I made.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOrqzN4sQWmzhHDnBhTMpPCj19-bdFr135eia8C2ZEyUY2o8IztkAzilMzQgC-LStCfrsODq4EufcU3hhRUAZREp87EnTr6VSKJ4zQrmGNUDyvCLtDjqPsokeRBHFcsnTcqTs6rfuZIJse/s1600/83+Tarp+paramiters.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="112" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOrqzN4sQWmzhHDnBhTMpPCj19-bdFr135eia8C2ZEyUY2o8IztkAzilMzQgC-LStCfrsODq4EufcU3hhRUAZREp87EnTr6VSKJ4zQrmGNUDyvCLtDjqPsokeRBHFcsnTcqTs6rfuZIJse/s640/83+Tarp+paramiters.JPG" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Tarp parameters in engine.</td></tr>
</tbody></table>
The parameters are set into the specific nodes and can also be used within designer to make it easier for you to alter the substance from the host program.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsrsGuzfUMn4BaDlcdMk_LBA4qmwfJpe4auejYUN6AvFiqVe_KRm4KBRmEmb5vwrzyUlFxz2EJtsmWmgxZ6rodq3PtWzs0EDOGNtwu_cvooVY-HxuLhAS3vPlN0JXVTE1RsahEj_wzcBVJ/s1600/84+Desiner+paramiters+brick.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="404" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhsrsGuzfUMn4BaDlcdMk_LBA4qmwfJpe4auejYUN6AvFiqVe_KRm4KBRmEmb5vwrzyUlFxz2EJtsmWmgxZ6rodq3PtWzs0EDOGNtwu_cvooVY-HxuLhAS3vPlN0JXVTE1RsahEj_wzcBVJ/s640/84+Desiner+paramiters+brick.JPG" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Brick parameters in designer.</td></tr>
</tbody></table>
<div>
As of yet, I have not noticed any problems with frame rate drop because of the parameters. But as I am changing them to standard tillable's, It wont matter by the end of the project anyway.</div>
Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-30138687503280823242016-04-01T06:59:00.006-07:002016-04-01T06:59:59.465-07:00FMP Week 12 - Spines and search for a star finals. As you saw on my last post, I ended the week (and the start of the 5 day weekend) with some spine work. This took a lot longer than expected, maybe because its the first spline work I've done, or maybe because its just a long process anyway, as I've a lot to wire up. I tried to add a wire too and from every electrical asset I could. I don't know yet how this is going to effect performance, but to date I don't believe its don't anything really.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPUGX_5NwUasfU4sWOwDGcaJiAIJ2ISt3AL33xIqIoeyS5gM2U54ySp4AHU5YeYGXuLDNJwwgwtfkKNK1DiuTUEd3v-NU825-uDkyPaIVMvyZ7TA2dERLGMcPx3NjOr3Wy4P6l60d3FUJ6/s1600/ScreenShot00106.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPUGX_5NwUasfU4sWOwDGcaJiAIJ2ISt3AL33xIqIoeyS5gM2U54ySp4AHU5YeYGXuLDNJwwgwtfkKNK1DiuTUEd3v-NU825-uDkyPaIVMvyZ7TA2dERLGMcPx3NjOr3Wy4P6l60d3FUJ6/s400/ScreenShot00106.png" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWgjX-cFPaFX0tFfc_uYfZXBfGfcqu7XWegapt6zV24Yr4-AO-pKTOloGFrLC0YY4hMTi9yVZMV4pKKEaJ92whTyZa-XU_I657ghyYNaDPSkBTWNuJOlUmpHay2SqKmhy91vxvVHbVzsGc/s1600/ScreenShot00107.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWgjX-cFPaFX0tFfc_uYfZXBfGfcqu7XWegapt6zV24Yr4-AO-pKTOloGFrLC0YY4hMTi9yVZMV4pKKEaJ92whTyZa-XU_I657ghyYNaDPSkBTWNuJOlUmpHay2SqKmhy91vxvVHbVzsGc/s400/ScreenShot00107.png" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxocSr925BfxfQ1pQ_nzccCrALNsr2Iv1ci-G2WctZTc45E7dtWcF-7ZNCt70I8T7nl5cdvHCkzi9di6u0UclPa9HZP0Wj3R8rQf8GTfwXOpvp6e6CGEgA4eAQvrW9LZzqdGxeP59LLdl0/s1600/ScreenShot00108.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxocSr925BfxfQ1pQ_nzccCrALNsr2Iv1ci-G2WctZTc45E7dtWcF-7ZNCt70I8T7nl5cdvHCkzi9di6u0UclPa9HZP0Wj3R8rQf8GTfwXOpvp6e6CGEgA4eAQvrW9LZzqdGxeP59LLdl0/s400/ScreenShot00108.png" width="400" /></a></div>
I really feel this had added a certain grounded-ness to the environment, and looks brilliant too in my opinion.<br />
As you can also probably see, I added the floor in too, the tiles were made of the easter weekend and finished mid week. I also used the dirt which I'm using for the ship area blended in, to add a bit more to the texture and more grounding to the market. I intended to create a new lighter dirt for this purpose, but when I tried the darker version, it worked, so instead of using the time to make the additional dirt, I'll use it for another texture.<br />
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Thursday came the finals of the Search for a star competition, held in Staffordshire. Jake Joel and I went down, as the even was for finalists and entry's who made it through to round 2. Although Jake and I dint make it the finals, we still wanted to attend for the industry talks and to meet the professionals. Its was a great event overall, and a brilliant networking opportunity. Joel came second overall and won the environment section, while Me and Jake met some of the pro's. We had a good chat to the global lead VFX artist and Lead vehicle artist at Cloud Imperium. Among others from Playground Game, Sumo Digital, Rare and Natural Motion. It was really nice to see what other universities are doing, and what the standard of work expected of us is needed to get our first job in the industry. It really puts things into perspective and give me that boost of energy I can use to push my work further.<br />
Along with the obvious networking opportunities and competition finals, the day also held talks from Pixel blast, Rare, Autodesk, Cloud Imperium and Unity. The day also offered talks form Helm Studios and Epic Games, but unfortunately they couldn't make it, but we did get to see some of the work they are currently showing via videos sent in. Overall a great day, all thanks to Grads in games and Ardvark swift.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-25645348530250261202016-03-25T18:26:00.000-07:002016-04-01T06:04:49.915-07:00FMP Week 11 - More substance designer Not a lot of variation this week, I've spent the most part of it working within substance designer, having a lot of fun I might add. Its a great program and every day I can feel myself getting further acquainted with it. Tilables are really adding a lot to my scene fast, I started with a brick texture to give my walls some more variation to the plaster I mad last week. After making one variation, it was just a matter of duplicating the texture and making additional variations. I have 3 that I can use with my walls, each varied, but not too different, so they sit together nicely in the environment. I also had to go back to do a few adjustments to the unwraps to ensure the brick sizes were equal and sat together nicely next to each other.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEju07Ka4Kq2nh_3aE9QwzKsviQ5uaFO1L-O7O1quZgCDvQfUzjRTbOQwYnvUDW1bQ1DtClpCqK-K5MOm8s6bMONq-_K3lJM5ThGCX8XAMThzHdH6G-pHPrZYDzFMvFKYmxjFU96ppCp_37j/s1600/ScreenShot00102.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="182" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEju07Ka4Kq2nh_3aE9QwzKsviQ5uaFO1L-O7O1quZgCDvQfUzjRTbOQwYnvUDW1bQ1DtClpCqK-K5MOm8s6bMONq-_K3lJM5ThGCX8XAMThzHdH6G-pHPrZYDzFMvFKYmxjFU96ppCp_37j/s400/ScreenShot00102.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Variation 1.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGqZDi9SdNQdySRaelV1pQXHlf4_EESNRSFPAptbb2p13Mqp-x_yfSV5VY9nQOsq6ujbOQo0YRMTDy4Fu8kxhAewH25rBxttD0xuRKpF0mLn3FIuhEq-p_z_G42wBNaoqRd0a2kqpa0eQu/s1600/ScreenShot00103.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="182" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGqZDi9SdNQdySRaelV1pQXHlf4_EESNRSFPAptbb2p13Mqp-x_yfSV5VY9nQOsq6ujbOQo0YRMTDy4Fu8kxhAewH25rBxttD0xuRKpF0mLn3FIuhEq-p_z_G42wBNaoqRd0a2kqpa0eQu/s400/ScreenShot00103.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">Variation 2.</span></td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiLky-kQoecnCG4arTixIwZTY-5HVpILBD3nedU2EXfQu40DkbYqOyQAPbime3lw7vVfQWo5IFGzTM_hurpO1UlcR9f_9w1u8QGkHP32eTzQ-Oazmdnl08_I3en-KBLCuskdGzRG9uxVKI/s1600/ScreenShot00104.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="182" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiiLky-kQoecnCG4arTixIwZTY-5HVpILBD3nedU2EXfQu40DkbYqOyQAPbime3lw7vVfQWo5IFGzTM_hurpO1UlcR9f_9w1u8QGkHP32eTzQ-Oazmdnl08_I3en-KBLCuskdGzRG9uxVKI/s400/ScreenShot00104.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">Variation 3.</span></td></tr>
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Within the game destiny they have a huge wall situated on earth, the wall stands about 6 stories tall. obviously the only logical way to texture something like that would be tillables. So that's exactly what I did for my wall. Again made in designer.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4hShbMkU9Q_z5u5cSgyWXV3jJHKhWywgcGOy6D37iuQO7vcSgJ4cHhKRcUH_747dZeuXAlSvcdck-v5xmYJ2TpbOAIQZ6zk0VtK43XfbT3a6fFqOL4yBnCbBSV73eSW-WJlzacs3r2Uqk/s1600/ScreenShot00112.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4hShbMkU9Q_z5u5cSgyWXV3jJHKhWywgcGOy6D37iuQO7vcSgJ4cHhKRcUH_747dZeuXAlSvcdck-v5xmYJ2TpbOAIQZ6zk0VtK43XfbT3a6fFqOL4yBnCbBSV73eSW-WJlzacs3r2Uqk/s400/ScreenShot00112.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Wall concrete panels.</td></tr>
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Tarp texture came next which only took me a short amount of time to make, as it doesn't consist of many nodes. I made 2 variations of this in engine to separate and vary the tarps located next to each other.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUA3s6eXRi_jmYovFNx0fGlS6rDu9uAVpcVIHdgdEDELiULTN9WK7FnKtFzdgkhqs-spaDu4T84SxC8hDXnkXwVBH3FCu3Pyl4Fpn728IaLrUgW-ntMQMDz1FdnEH2JEjZ2yzpMzyVexf6/s1600/ScreenShot00113.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiUA3s6eXRi_jmYovFNx0fGlS6rDu9uAVpcVIHdgdEDELiULTN9WK7FnKtFzdgkhqs-spaDu4T84SxC8hDXnkXwVBH3FCu3Pyl4Fpn728IaLrUgW-ntMQMDz1FdnEH2JEjZ2yzpMzyVexf6/s400/ScreenShot00113.png" width="400" /></a></div>
I intend to work a little more into this later on, but for now I'm happy with it so I moved on to other things like the floor.<br />
Because its getting to the time I should be applying for jobs I want to include something from this project. so I plan to work more closely and focus more on one shot for the time being. This shot is going to be of the front of the pub, because it shows off some of the market while including the huge wall in the background.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqQ5TnZPiNgnCVJI4i1SuGQ1wci1WqIfjtZnGHKI4u_jWjcYBwwOZBCGUL0k-ESTfyXriO_B7cDnHirKIAPyzGpMYn2IqFyo4RTbsPLi665StW3esTBTzr65JNckyzL3btFI1Syz8e7M1C/s1600/ScreenShot00115.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqQ5TnZPiNgnCVJI4i1SuGQ1wci1WqIfjtZnGHKI4u_jWjcYBwwOZBCGUL0k-ESTfyXriO_B7cDnHirKIAPyzGpMYn2IqFyo4RTbsPLi665StW3esTBTzr65JNckyzL3btFI1Syz8e7M1C/s400/ScreenShot00115.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Camera angle 1</td></tr>
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Friday was the start of the easter weekend and our 5 day weekend, but theres not rest for a game artist, so I continued into the weekend starting with some spline work to add wires to the scene. I'll add some screenshots of the work when its finished next week.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-61780903368290805682016-03-18T09:37:00.001-07:002016-03-18T09:44:09.286-07:00FMP Week 10 - More Designer and CV writing This weeks primary focus has been working more on substance designer. First off I altered the previous plaster texture to add more variation to the colour and colour parameters.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_OVBFzw94MmAkspeVtCJHM9hAYcPweii8aZtejcGZPftfLHYLUsqFp_U2ik4w3uNxcrqChz0iTW8liE-ZFz1KLSF64akr83qTwCo5gkoMqiOJVJa7ZBelqE1wOSdzBqxv5B1vFWHtkYXh/s1600/Original+plaster.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_OVBFzw94MmAkspeVtCJHM9hAYcPweii8aZtejcGZPftfLHYLUsqFp_U2ik4w3uNxcrqChz0iTW8liE-ZFz1KLSF64akr83qTwCo5gkoMqiOJVJa7ZBelqE1wOSdzBqxv5B1vFWHtkYXh/s400/Original+plaster.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Before</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8S0auaiAHte8sEWo7wyCJkrXtT4iPG6HJQEeUGggY0VXHECk5sICVz_thZzs8Y8-q-Gwt0bNSJ4vayIofdWa_uFWxyNLIpGDpwyeWvc6_adFGOZHw6GbYtT-7z7JhTKbg7rSnmfyoO52m/s1600/PlasterV1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8S0auaiAHte8sEWo7wyCJkrXtT4iPG6HJQEeUGggY0VXHECk5sICVz_thZzs8Y8-q-Gwt0bNSJ4vayIofdWa_uFWxyNLIpGDpwyeWvc6_adFGOZHw6GbYtT-7z7JhTKbg7rSnmfyoO52m/s400/PlasterV1.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">After</td></tr>
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It might just look like a quick colour change (And it kind of was) but I did add the parameter for it so it can be changed in engine.<br />
Texturing's been going a little slow, but I finished my first texture sheet this week, furniture 1. Only a few more to go and a lot more tilables to make and I'll be done! Good job this week only marks the half way point, plenty more time to finish the project.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhatAzH-yKWUg9uhkbyj8bc7sMw0axeiqmIvNOhQU8t5hyphenhyphenWGDwY2SNQk78MdaGveBYVzeToFbqBA1JXM2ejsFQB6m0S1sArkCjLfo9ns8__GSJ93f3sXJNtFJI-HTl2A-bjxizOOP_qzJln/s1600/73+furniture+1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="390" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhatAzH-yKWUg9uhkbyj8bc7sMw0axeiqmIvNOhQU8t5hyphenhyphenWGDwY2SNQk78MdaGveBYVzeToFbqBA1JXM2ejsFQB6m0S1sArkCjLfo9ns8__GSJ93f3sXJNtFJI-HTl2A-bjxizOOP_qzJln/s400/73+furniture+1.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Furniture 1 props.</td></tr>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2asw1-jwA4OWcMjtpQGSfcWt-hhBwRlenR0xddLCDp1Ls6whpK0whIR9Nzv6F_Sns_xZmJ2k_joE8vSKP6f94iNQel_mdida2KorTmv-AkqLgOiOd9ot_Cxpwozrl5t2NqKM19ybYab5p/s1600/ScreenShot00102.png" imageanchor="1"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2asw1-jwA4OWcMjtpQGSfcWt-hhBwRlenR0xddLCDp1Ls6whpK0whIR9Nzv6F_Sns_xZmJ2k_joE8vSKP6f94iNQel_mdida2KorTmv-AkqLgOiOd9ot_Cxpwozrl5t2NqKM19ybYab5p/s400/ScreenShot00102.png" width="400" /></a></div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXSV7zUQ_ETso6mzXjhO9b-LgNbjLu4FYT-ITrlvjFi70wo_YuZegY1HYHuzg-0Tk1xbQDIYWveljkPE3aB6dcWZS5MXcQwVyL5jWUE8mV32Ml8JB62tbLj70TFcnG7JYbmw89KD2BWGF9/s1600/ScreenShot00103.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXSV7zUQ_ETso6mzXjhO9b-LgNbjLu4FYT-ITrlvjFi70wo_YuZegY1HYHuzg-0Tk1xbQDIYWveljkPE3aB6dcWZS5MXcQwVyL5jWUE8mV32Ml8JB62tbLj70TFcnG7JYbmw89KD2BWGF9/s400/ScreenShot00103.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">Plaster variation.</span></td></tr>
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Going back to the plaster material, it was fully procedural and changeable in engine. But if I altered it, it changed for everything it was applied too. The only way around it was to create multiple versions of the same material. Dedicating specific limitations to specific sections of the level. Which is fine as I got some good variation across the environment using only 3 plaster variations. Later on I might add a couple more just to push it that bit further, along with the other wall textures I intend to make, brick, metal panels and the concrete I'm applying to the pillars. Those along might be enough variation without repetition.<br />
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Another texture I got finished to a reasonable standard was the dirt texture for use on the floor of the ship area. I intend to do another dirt material which I might mix in with this one for more variation. The intention of the second dirt texture is to be more lighter and dustier for the market area, This one I just made is more wet dirt, darker and a bit muddier.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHyQLzAFvm2c6Cy2Y4EOKFMyNLV2vADXyB79nxHHCuPhgbLZcul2pMr_VX6x1ulD_JoVmysSX87wPipi1-jLigxoNh6IsA_QUpaWiHV8KoULg_MW1WSn8AA8Zs6zkwjOijhV3mDHNo2q5u/s1600/Dirt.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHyQLzAFvm2c6Cy2Y4EOKFMyNLV2vADXyB79nxHHCuPhgbLZcul2pMr_VX6x1ulD_JoVmysSX87wPipi1-jLigxoNh6IsA_QUpaWiHV8KoULg_MW1WSn8AA8Zs6zkwjOijhV3mDHNo2q5u/s400/Dirt.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Dirt made in substance designer.</td></tr>
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This ones going to be mixed with a grass texture and like I said before, possibly a lighter dirt too.<br />
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Last, but certainly not least, I made alterations to my CV, in accordance with what the careers lady said a week or so back. It needed doing, even though I don't intend to apply for anything just yet, until I finish personal project I'm working on. I currently don't thin my portfolio is strong enough just yet for the jobs I'm aiming for, so rather than put them off what I've got and possibly me, I'm going to wait a few weeks.Unknownnoreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-61639844910799318732016-03-18T08:22:00.002-07:002016-03-18T08:22:58.952-07:00FMP Week 9 - Substance painter and Designer Before I go onto talk about my wonderful week of texturing (Not sarcasm). I just want to go on to mentioning about my frame rate issue. The one that I've been having for the past few weeks. First off, for those that don't read this, and have started here. I was having issues with my frame rate sitting at a steady 20, or 21 on a good day. I figured it was the amount of assets in my level, or overlapping collision issues, or more than likely my shallow knowledge of lighting. Turns out, over the weekend I fixed it. All I had to do was walk home with my hard drive, and open the scene at home. Without doing anything to it, it sat at 65/70fps. Not bad at all really. The issue I was having, was down to the uni computers. So with a little switcheroo, going from one of the lesser computers, to a nice Alienware one. Its all fixed. WOOP! No in engine attention needed, to date anyway. Obviously I'll still need LOD's down the line and some texture modification in engine. But for now its all good.<br />
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Mike Pickton came round to have a look at my frame rate issue too this week. But obviously it'd been fixed my this point, so he just gave me some advise for the future. The main cause of performance issues generally start with particles, followed by overlapping alphas (which is what essentially particles are). Next would be the lighting layout and amount of light and setting you have on them, and way down the list comes the amount of assets in the scene. A bit further down the list would be the amount of tris in the scene, mainly if you have a large number of them in a small area. After that, which surprised me was textures, Mike said they usually don't effect the performance that much really, I used to think they were a huge drain.<br />
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Now onto the good stuff! Starting with substance painter. I'm always learning new things about the program every time I use it. This week I've learnt a bit about smart materials and sub layers. Its made altering individual channels within a layer so much easier. Previously I had to go into Photoshop and alter the roughness of an image I use on a fill layer. But now all I need to do is add a levels sub layer, and tweak it. great stuff.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0lzUYH1LJwdpsnZcmd2G0RUYHT3UZ7gkKESgTUzlcdrz2hRopLU-7Vdw8dkVgWs8W7a-NM1hUAWZRMtT6MCEXfOyJ5gIFPvUj6aGzLldBDxBvoZW_kjXvvU5DKViGRcr25msW2ymcXbM/s1600/69+Railing%252C+substance+designer.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="365" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0lzUYH1LJwdpsnZcmd2G0RUYHT3UZ7gkKESgTUzlcdrz2hRopLU-7Vdw8dkVgWs8W7a-NM1hUAWZRMtT6MCEXfOyJ5gIFPvUj6aGzLldBDxBvoZW_kjXvvU5DKViGRcr25msW2ymcXbM/s400/69+Railing%252C+substance+designer.JPG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Railing textured.</td></tr>
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A little snippet of one of the assets I textured this week. I did have more work done, but unfortunately I lost half of it due to corrupt files, and not enough backups. Remember, always make a million backups kids!<br />
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Later on in the week I had a play about with Substance designer, to make a procedural plaster texture. I only intended to make a handful of textures within designer, but now I think I'll have a go at making them all.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxMMGLAgafa_9sN7O-BpE_X2rL2aaCaL3kUy785FPjWVBWEmib9VBzY3bEO9T7wgfIAIAv1bFZyXGd-IP0AsAD04WJ02borLzCPAmuqcEFJkOfjy7H0A5KEG_8i9QU6xeC0om2fb18aso/s1600/Original+plaster.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxMMGLAgafa_9sN7O-BpE_X2rL2aaCaL3kUy785FPjWVBWEmib9VBzY3bEO9T7wgfIAIAv1bFZyXGd-IP0AsAD04WJ02borLzCPAmuqcEFJkOfjy7H0A5KEG_8i9QU6xeC0om2fb18aso/s400/Original+plaster.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">First finished substance designer texture.</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Plaster in engine</td></tr>
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After I'd finished with the texture in Substance designer I took to a few tutorials to find out how to import it within UE4 with working parameters. Its fairly simple and the you choose what parameters you want to set. Its a great system to use, and I believe it doesn't have a large impact of performance. Now to get to work making more for the other walls and tiling textures. One thing I did notice was the seems where each panel meets. I need to make some small adjustments to compensate and add some more pillars in places, nothing an hour or two wont fix.<div>
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Mike K came round to give me some crit too. He believes I'm doing a great job overall, all seems in order, nice shadows with the turbines moving, but he did mention that the plaster texture might want to have more parameters, especially with the colour. It all looks fine up close, but when you move away it sort of all fades to one colour and looks very plain. So that needs to be addressed. Along with the statue, Mike feels it needs altering again, with three levels to it. this will be better for composition and the overall look of the statue itself. Other than that I'm on the right track!</div>
Anonymoushttp://www.blogger.com/profile/12503274670365741735noreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-29863715649892203802016-03-05T05:34:00.001-08:002016-03-10T14:01:29.725-08:00FMP Week 8 - Frame rate, fountain and final hand in (Search for a star) To kick off the week I had the hand in for the search for a star competition, so for the majority of Monday I worked on that to get some finishing touches done. The brief was to create a minimum of 5 assets based on a variety of concepts they gave us. The concepts I chose to work from were ones based on "Stone and Metal"<br />
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The brief specified you could make whatever type of assets you wanted, weather it be, modular, hero pieces or smaller assets. I wanted to go down the route of modular, with a hero asset thrown in for good measure.<br />
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My assets consisted of a hero asset being the door, a wall section, a reversible pillar, wall decoration and a wall walkway. I used substance painter to texture them, with one section originally consisting of a material I made in designer. But towards the end I decided it looked better with a mix of other materials, so i swapped it out.<br />
The Deadline was Monday at 4pm, which I made, but I feel I should have started working on the project earlier, or set more time aside at the end of the day to work on it. I felt my time was more suited to be spent on FMP as that's what's going to count more in the long run. Lets hope I hear back with an interview for round three.<br />
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The rest of the week was obviously FMP. I had the engine file for the week, so I added all the changes I made last week into the final version. The movement (turbines and streamers) and the updated light maps and collisions. Along with some smaller changes to certain meshes.<br />
The Search for a Star competition made me realise that some of my smaller FMP assets looked a bit boring so I went back to modelling a few more interesting features to them. Mainly on the crates and barrel, along with a few other small assets.<br />
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The majority of the remaining days consisted of working into the statue/fountain. The hero piece of the environment. I didn't feel it held up as a centre piece. Zbrush came in handy for adding interesting cracks and more concrete like forms. I previously took it into zbrush but did a quick version, when I should have spent a lot more time on it.<br />
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<tr><td class="tr-caption" style="text-align: center;">Sculpt of the statue</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Finished bake</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Wireframe</td></tr>
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I originally intended to take this asset fully through the asset creation process, including texturing. But I decided to spend the rest of the week working on my UV packing, as that takes priority currently. I'm falling a little behind on my plan,because of the competition. But that's why I set aside 2 weeks at the end as a buffer. I also have a week set aside for placing assets in the engine file. Which I've been doing as I'm going, so that's another week free too. So although on my plan in technically behind. I'm actually still on track.<br />
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The engine file hasn't changed much in terms of content, but I have updated light maps and altered the skybox etc. so here it is.<br />
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Anonymoushttp://www.blogger.com/profile/12503274670365741735noreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-35902764446775677862016-02-26T12:20:00.000-08:002016-02-26T12:20:22.111-08:00FMP Week 7, movement, lighting and collisions. Finishing off assets and playing about with what can be done to liven up my scene this week. I kicked off the week with adding things to the market stalls to populate them. Zbrush is what I started with, adding meat to the butchers and adding a little story element to the ship area. Just a little sleeping bag to imply a homeless person and his den. A nice little touch if I do say so myself.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVuyEakvLebDBuwxK2_icrIDgR9bq6vjk0-R7-gYDfJAKBzEpFBeOcN9SaKi0jFMYn05i2GEajb1lEUj628svi4SiCG6BgdRPBbItaHvpugep_hHAhR8y7jCpcXzdGoYvcDcdodNCs39o/s1600/ScreenShot00094.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVuyEakvLebDBuwxK2_icrIDgR9bq6vjk0-R7-gYDfJAKBzEpFBeOcN9SaKi0jFMYn05i2GEajb1lEUj628svi4SiCG6BgdRPBbItaHvpugep_hHAhR8y7jCpcXzdGoYvcDcdodNCs39o/s400/ScreenShot00094.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Homeless den.</td></tr>
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Without textures and an added spotlight above shining through, its looking a tad plain currently, but were getting there. The butchers is looking as populated as a rough small town butchers would look under the circumstances.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVALM8l17Gb8j0g1guFkBq0ywXMFqlcDaU1CZcUEV2VL-heMp-PRqavuH4SfUCSiBRyT-h1_Wyb0i8-TNA6JqcZNGOxtiKAYOxT9QiBWWhUdugmcVsiKLKHQV8p3K5un8Nmx6lR0SCEs8/s1600/ScreenShot00097.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVALM8l17Gb8j0g1guFkBq0ywXMFqlcDaU1CZcUEV2VL-heMp-PRqavuH4SfUCSiBRyT-h1_Wyb0i8-TNA6JqcZNGOxtiKAYOxT9QiBWWhUdugmcVsiKLKHQV8p3K5un8Nmx6lR0SCEs8/s400/ScreenShot00097.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Butchers.</td></tr>
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The veg shop has some market crates with fruit and veg in, with a knocked over version of one of them for the floor suggesting another little story element.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuGfv0q99OaC_CLKV7xcKWW8d6zzRI2OmS6XTle4_ik99wB-VyApOKZdib9AaOeH7HHYbCR2nTVZVvFISxhDaD7ho6fSj6tSdCvEv6GgY7TKRQN7BDWh2FY3iBAD0HSbgTUwV2TfG3zCk/s1600/ScreenShot00095.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuGfv0q99OaC_CLKV7xcKWW8d6zzRI2OmS6XTle4_ik99wB-VyApOKZdib9AaOeH7HHYbCR2nTVZVvFISxhDaD7ho6fSj6tSdCvEv6GgY7TKRQN7BDWh2FY3iBAD0HSbgTUwV2TfG3zCk/s400/ScreenShot00095.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Veg shop.</td></tr>
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Movement was another key thing which adds so much to the level, but how could I do it? The main way I drew inspiration for the level was to just go outside and view what was happening around me. Its surprisingly nice to just sit there and watch things move. I think I just need to get out more. I noticed its the little things, the twitching of people, litter moving with the breeze, things like that. Then on the other end of the scale we have the large things, like huge spinning turbines in the background. These immediately made it into the level as they're plausible within the slightly futuristic setting, good for the environment and all that. Along with this they're easy to do and cheap. Another bonus that I overlooked too, was the cast shadows they provide. The movement in the sky translates nicely to the ground wherever they cast.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKaUXoqdLK6vCUqX5ZrSivLat6a-060ZRjdTrtVsFOnAsnNEMqGdU6EWw7WMUxTQumEk3SxerGyKwZLo63YihSodFf_Kf9T7kB0fZfr7DWZXhTOeRndTL4HAS6ai8inGHuSRlIVyuPRo4/s1600/ScreenShot00098.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhKaUXoqdLK6vCUqX5ZrSivLat6a-060ZRjdTrtVsFOnAsnNEMqGdU6EWw7WMUxTQumEk3SxerGyKwZLo63YihSodFf_Kf9T7kB0fZfr7DWZXhTOeRndTL4HAS6ai8inGHuSRlIVyuPRo4/s400/ScreenShot00098.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Two types of wind turbines.</td></tr>
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After I made my fairly basic turbines, I was swayed towards the idea of having a more economical and futuristic type of turbine. The idea was solid and looks great in your head, but it didn't translate as well to the scene. So I decided to keep both. The more basic one for the background and interesting shadows, and the futuristic one to go on top of buildings for a smaller movement implication.<br />
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Collisions!!! Yeah I had a look at what frame rate we were running at too this week. I've left it for a while as I've been primarily populating, thinking all was going to plan. It turns out it wasn't. The frame rate was at a steady 17 FPS. Which is really, really bad, especially considering the scene has no textures applied. We concluded it could be down to the custom collisions I have made and the lighting. Both problems are a fairly quick fix, but its still a bit of a hiccup.For the collisions I was making very rough shapes, but they weren't out of basic primitives. This could be causing a huge frame rate drop and should bump it back up after I finish redoing them all. The lighting wasn't build as I was just having a bit of a play, which can all cause issues. And finally, all the lights I have in the scene are point lights. With a bit of research I found out that in terms of engine draw, 1 point light can equate to about 4 spotlights. Even more of a draw can come from the point lights casting shadows. Again, not a huge problem and an easy quick fix, but It's still something to improve.<br />
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I thought the collisions would have a larger impact on the draw of the engine. But after redoing them all, along with some overlapping light maps, I only gained 1 or 2 frames. Where as when I set the few lights I had in the scene to not produce shadows, the FPS went up by a potential 3. I say potential because it was a constant flicker from 16-22 frames.We have limited BSP in the scene, so when we remove all of that, the frame rate will increase further. But I still need to find out what else is causing this drop.<br />
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On another note, this is my final week of the search for a star competition. I'm a bit behind with it as I've been sinking nearly all my time into the FMP as I feel that's more important. The brief is to model and texture at least 5 assets, for use in the unreal tournament engine. Today(Friday) I spent all day working on it, as I've only a few days left. Its coming along, but I have a lot of work to do. The assets I decided to model based on the concepts were: a large doorway, wall decoration, wall walkway, large pillar and a wall section.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrRlgHll1abZav0t5UJNkvtHjEUkuWJG685QSOdHrKJPl77OhnrmYQUfbbaeelPDx4tz57V2FWNuHZhdbRrisyokFM0jSEMtwvePHyBpIxurTBThhYzMnTIfz-fUpzMU0Y0Bchqy1pu7I/s1600/Assets.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="189" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrRlgHll1abZav0t5UJNkvtHjEUkuWJG685QSOdHrKJPl77OhnrmYQUfbbaeelPDx4tz57V2FWNuHZhdbRrisyokFM0jSEMtwvePHyBpIxurTBThhYzMnTIfz-fUpzMU0Y0Bchqy1pu7I/s320/Assets.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Snap of my 5 assets.</td></tr>
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They're all currently unwrapped, but I need to bake down the high polys, get to texturing and make collisions for them.Anonymoushttp://www.blogger.com/profile/12503274670365741735noreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-90295020358367354312016-02-23T03:41:00.000-08:002016-02-23T03:41:35.127-08:00FMP Week 6After last weeks end to the week of using Marvelous Designer, I felt I had a strong grasp of the basic workflow and enough to continue onto creating more assets for the market. I spent the majority of Monday creating draped cloth over bars, market stalls, banners and other generic awning style canopies for over the marketed areas. These added elements, really break up some of the straight lines and make it a more interesting place to explore.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRP1vLsbTg_dqvzSFhBggjRX8FMamNH1OnYdwO8tiAGGVLJo01zm59vJPXkHye3cMiisyKROzQ-NWzuf68nHegoYB7swV-AN-lOsfB9FFQW_Vgr4axBjs23L7fsCPNoev_T703jvtxSQQ/s1600/ScreenShot00084.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRP1vLsbTg_dqvzSFhBggjRX8FMamNH1OnYdwO8tiAGGVLJo01zm59vJPXkHye3cMiisyKROzQ-NWzuf68nHegoYB7swV-AN-lOsfB9FFQW_Vgr4axBjs23L7fsCPNoev_T703jvtxSQQ/s400/ScreenShot00084.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Market with added Marvelous work.</td></tr>
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A lot of the rest of the week was finishing up most of the assets I still have left to model. The market area is looking so much more populated and interesting. The roof lining isn't as flat and the bar especially is looking "lived in". But even though its coming together and I don't have much left to do, the market stalls still need populating with boxes and objects, the butchers needs some meat and the gun shop needs, well, guns. I have a week left for modelling and unwrapping, and although I am currently on schedule I feel I might not be on track for long. Fortunately for me I have a week later in the project for "engine population" which I have already been doing throughout the project. So I have an extra week later down the line. Here's a couple of screenshots of where I'm at now with population.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj86CrO5YybCbdBluqSnYM1fqD_F9y8GRwviZE-zs6bg8F5wGuoJmyVue5lQXmcRhoeuJ_yvbwvaDC-qCjZFyVqfakZT7bJrwO2_gA3boDmecWIFoYb-UqXUyToSq76CNFKGGyTnB0czUc/s1600/ScreenShot00092.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="193" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj86CrO5YybCbdBluqSnYM1fqD_F9y8GRwviZE-zs6bg8F5wGuoJmyVue5lQXmcRhoeuJ_yvbwvaDC-qCjZFyVqfakZT7bJrwO2_gA3boDmecWIFoYb-UqXUyToSq76CNFKGGyTnB0czUc/s320/ScreenShot00092.png" width="320" /></a></div>
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The fountain in the middle of the level is inspired by soviet brutalism statues. Following on from the vague theme of Russian constructivism architecture. I originally had a round fountain, but it didn't quite fit with the bold harsh geometry of everything around it, so I changed it to a more fitting shape. The statue I created in max, edited and shaped a little in zbrush, then retopologized in 3d coat, back to max for tweaking and then added to the unreal file. I need to do this more as I'm not fully confident in the process yet.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilMHM-QhECL41dfVvpaDcSzR-nPJIXfMLFpfhNIxVGT_WOq0wLwP8JIuOWpbefD3xx9_5IQ1-mpwUttMgOOe2O5R2R37YPldjNn4VGNAg6-wYcblT0sK1XYSGK8aPvVw-xCeU4UyC113s/s1600/52+retopo+3d+coat.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="270" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilMHM-QhECL41dfVvpaDcSzR-nPJIXfMLFpfhNIxVGT_WOq0wLwP8JIuOWpbefD3xx9_5IQ1-mpwUttMgOOe2O5R2R37YPldjNn4VGNAg6-wYcblT0sK1XYSGK8aPvVw-xCeU4UyC113s/s320/52+retopo+3d+coat.JPG" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Retopologizing.</td></tr>
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I spent a good part of friday working on this statue to find out that the forms I had change dit to looked to soft. I needed more of a harsher edge. So I went back into zbrush and reiterated. Im now pleased with the results, and think its a great centre piece to the market.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizv933-_dmva_qHFJ6IA-Fl9nfOD0nZHLfhkO7LLsBJBH7cOluQc75MANEjtO4dVZLGI_puUb85s9ONIYtxD-FFS4soAxPezp7BcBMKug0B9enSqRznV7GCw5Aeha1XlcAXJ9O9qu_Q_Q/s1600/ScreenShot00093.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="193" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizv933-_dmva_qHFJ6IA-Fl9nfOD0nZHLfhkO7LLsBJBH7cOluQc75MANEjtO4dVZLGI_puUb85s9ONIYtxD-FFS4soAxPezp7BcBMKug0B9enSqRznV7GCw5Aeha1XlcAXJ9O9qu_Q_Q/s320/ScreenShot00093.png" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Market fountain centre piece.</td></tr>
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<br />Anonymoushttp://www.blogger.com/profile/12503274670365741735noreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-19592370370214320682016-02-12T07:13:00.000-08:002016-02-12T07:13:19.925-08:00FMP Week 5. Initially this week I continued modelling my unique buildings to flesh out the level some more. I worked into the hotel style building, working form my concept, and then moved onto the mechanics, also working form my concept.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6tqgKImJmcFck6iwJjbpYYRlSevL_2105tsNk0u5aBwNkSBG1RB7MQ02CSc346j2tRnE4uvhKVkNnSYsQQdNefXNyY2W19ojUNkMLfEtLsnZqqxR2PhYtcZLcn7wJ7w96Ybr_XUOMe_g/s1600/ScreenShot00065.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6tqgKImJmcFck6iwJjbpYYRlSevL_2105tsNk0u5aBwNkSBG1RB7MQ02CSc346j2tRnE4uvhKVkNnSYsQQdNefXNyY2W19ojUNkMLfEtLsnZqqxR2PhYtcZLcn7wJ7w96Ybr_XUOMe_g/s400/ScreenShot00065.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hotel.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5ccs4QSnsWtBNYJKFAw2cxKNaRm3Vm2JMGdLpP005CmX0faazT86qbU4WSkpp39VGsH5-e6yMvzc6_4dwly9HAECRXw5d92nSiptViy3kK6Cy5t5pjkR8qcjBilJy0OmjjOx37A96-DY/s1600/ScreenShot00072.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5ccs4QSnsWtBNYJKFAw2cxKNaRm3Vm2JMGdLpP005CmX0faazT86qbU4WSkpp39VGsH5-e6yMvzc6_4dwly9HAECRXw5d92nSiptViy3kK6Cy5t5pjkR8qcjBilJy0OmjjOx37A96-DY/s400/ScreenShot00072.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Mechanics.</td></tr>
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After a bit of modelling I moved onto the market. But I needed a more visual representation of what It could look like so I threw up some quick basic concepts from screenshots of where the level's at now. All the concepts follow on from each other in a circle from the centre of the market.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzxnRQag31MS2_G-HbdJNHV84YPS7xfqdDQFcJi7sbWIRPz7pbw7E7cOtAb3Tf3bL4qs1J9Xbzl3yGG8LH2MUn9EQY0OyOn5pVIpNZf3Xeb3bTBw4xdKE_j9Ofz8T-CTgVrzOfgAx27tw/s1600/46.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzxnRQag31MS2_G-HbdJNHV84YPS7xfqdDQFcJi7sbWIRPz7pbw7E7cOtAb3Tf3bL4qs1J9Xbzl3yGG8LH2MUn9EQY0OyOn5pVIpNZf3Xeb3bTBw4xdKE_j9Ofz8T-CTgVrzOfgAx27tw/s400/46.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Gun/clothes stalls.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi67toqtb849L7ikZ2uGI8dF4GP6rpV1mGP4dmTAaultOMTtgL7uFVNzhnVXcviE1grKVdmXYYgWeSxYmujKu1aHSuCHVknXTVuc0ZHtnio09YMHjpFjaJJ8eUoW4Zw8USvUCA7BQsCcMc/s1600/45.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi67toqtb849L7ikZ2uGI8dF4GP6rpV1mGP4dmTAaultOMTtgL7uFVNzhnVXcviE1grKVdmXYYgWeSxYmujKu1aHSuCHVknXTVuc0ZHtnio09YMHjpFjaJJ8eUoW4Zw8USvUCA7BQsCcMc/s400/45.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Butchers.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjx7QfArj4z3NCEbWTgc5dHviBpb-lzrdr3hUfSpERZa9ygcGYoRWw45CwlEhB7gNHgh9ryRTgqWTMa3RqvL1fBoYukeWpklLv9gN4ydmGTy6ljgVhY84Q5I7bzQI_eHjx85Xl9BSb0MCA/s1600/47.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjx7QfArj4z3NCEbWTgc5dHviBpb-lzrdr3hUfSpERZa9ygcGYoRWw45CwlEhB7gNHgh9ryRTgqWTMa3RqvL1fBoYukeWpklLv9gN4ydmGTy6ljgVhY84Q5I7bzQI_eHjx85Xl9BSb0MCA/s400/47.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Leading to ship.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvcUaQNmdMotmfZdSGxyHu3uRhNbDJarWIvCG8yrJienRHaTzzcsOCcLDSrCsEGRDhIGED05qgFK0XnRZNzswEj0TInYW7pNI2lVxHv61EK1xbw6k0gI_9J2QkmYvtBHqoOPMX5QPw1Mg/s1600/48.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvcUaQNmdMotmfZdSGxyHu3uRhNbDJarWIvCG8yrJienRHaTzzcsOCcLDSrCsEGRDhIGED05qgFK0XnRZNzswEj0TInYW7pNI2lVxHv61EK1xbw6k0gI_9J2QkmYvtBHqoOPMX5QPw1Mg/s400/48.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bar.</td></tr>
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Here's what I ended up with after a bit of populating. I'm still working into it obviously, but it's all coming together nicely. The canopy's I'm particularly proud of as I used marvelous designer to make the material that drapes over them. Followed by a quick retopolgise in zbrush attached back down to the low poly bars and then imported into UE4 ready for baking onto and an alpha implemented.<br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5efQGVPAsN8f3AeuHlqi3PJU2JlSXyUYptXG3fx5LRQZ5ssjjvn4PMwDznfuVGoYvB_4Vpnx2W4bzXSHVy_3JhpSw-EBdPKSSzERHArlukdEOCAG3QIlqAPekHCmeG1xblZcSjSPcHew/s1600/ScreenShot00076.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5efQGVPAsN8f3AeuHlqi3PJU2JlSXyUYptXG3fx5LRQZ5ssjjvn4PMwDznfuVGoYvB_4Vpnx2W4bzXSHVy_3JhpSw-EBdPKSSzERHArlukdEOCAG3QIlqAPekHCmeG1xblZcSjSPcHew/s400/ScreenShot00076.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">An up to date look at the market.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEji9o838SQruEQPWE_L7ewfjmYeDd93xj37293Mz81G54Gs76MjJZ49Urozt_VLOfxdMknlULQyEFQKES1y2M67qd_XjFXp2l-KFlNB-Yys_7T_29A7FLwpu9LjhV8zJ8KfwofilOCB3OI/s1600/49+Marv+D.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="312" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEji9o838SQruEQPWE_L7ewfjmYeDd93xj37293Mz81G54Gs76MjJZ49Urozt_VLOfxdMknlULQyEFQKES1y2M67qd_XjFXp2l-KFlNB-Yys_7T_29A7FLwpu9LjhV8zJ8KfwofilOCB3OI/s400/49+Marv+D.JPG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Marvelous Designer tarps.</td></tr>
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I've still got loads of cloth work to add to the market. I also need something to break up the long straight geometric shapes. Such as hanging wires and possibly some flags or something. </div>
Anonymoushttp://www.blogger.com/profile/12503274670365741735noreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-23858698656699141712016-02-05T20:46:00.000-08:002016-02-08T02:01:31.723-08:00FMP Week 4 This weeks been more modelling and dressing up the place a bit. With just a few small assets, lamp posts, bins, electrical boxes, pipes and sheet walkways. The environment is looking so much more populated as a whole, but I'm still yet to dress up the market and make that look populated and busy. The plan is to have a heavy contrast between the market and ship area. Giving each section its own element and style.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEij11SLQp-FSngUtEAcQxYDnHyfAibN0-KlgGHMaC38yIOcMczgW_ayX3nng20XsezbG7NLQnxlid3yZURLq3yuY3bTME2xWbVmreczqGzcdVPjF8ojpxX244RMN63gooZQANU1WJXQ_YA/s1600/ScreenShot00062.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEij11SLQp-FSngUtEAcQxYDnHyfAibN0-KlgGHMaC38yIOcMczgW_ayX3nng20XsezbG7NLQnxlid3yZURLq3yuY3bTME2xWbVmreczqGzcdVPjF8ojpxX244RMN63gooZQANU1WJXQ_YA/s400/ScreenShot00062.png" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTxODzm-TD5fRXGOWB5tHDs8KT93LKRDxGMmfK79xcN4cA3EeZNj174qVMQOCX_vQWpvjv4rJg9ViGnmEU_wWRLowkm0SiM2mfzIRm3ZxWVuT-I7SGm7eH6E_04uJa3vx4qgs8V7Dh-KE/s1600/ScreenShot00064.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjTxODzm-TD5fRXGOWB5tHDs8KT93LKRDxGMmfK79xcN4cA3EeZNj174qVMQOCX_vQWpvjv4rJg9ViGnmEU_wWRLowkm0SiM2mfzIRm3ZxWVuT-I7SGm7eH6E_04uJa3vx4qgs8V7Dh-KE/s400/ScreenShot00064.png" width="400" /></a></div>
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Along with the good, I've had a few problems this week, with baking in particular. As far as baking goes, I've never properly used max, aside from the occasional projection mapping. I've always found X Normals an easier workflow. Primarily because you can bake AO's a lot easier. The only problem is, you have to split up your mesh into separate objects and bake them individually to ensure they don't overlap on the bake. Which hasn't been too much of an effort, especially when you only have a few things to bake and dress your scene. This project however, is a pretty hefty one and requires a lot of fiddly assets with separate parts. Max allows you to keep your mesh in one piece and just assign different material ID's to it relative sections keeping your bake from overlapping. Hence why I figured it was time to give max a better go. The only problem is I kept running into missing sections of the bakes, and occasionally some overlapping sections. I don't think its the process, I just need to reacquaint myself with it. Overall so far its saved me time even with these little hiccups.<br />
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Kotaku are always posting random articles about current games, fan art, and other game related new. Some interesting and useful, some not so much, but one I saw recently make me think about the subject matter of my decals for this project. It was an article on Graffiti in the upcoming AAA title the Division. According to Kotaku, "the graffiti is solid". They complained about what they consider bad graffiti in games "bad graffiti is the stuff that seems explicitly informed by the plot of the game". Which makes sense you don't tend to get a lot of political views stamped across random wall of your local town, or complaints about how you have to conserve water in a drought. It tends to be generic chavy names, scribbles of paint in varying colours, with the occasional good painting of some kind of subject matter, that doesn't really show anything but a nice picture. That's what the Division did, and that's what I want show in my environment. Something more relatable and grounded to the player.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggWl8A4vLEi-Sut0SCYJJWfsht8D7ABTlwTjCv8cSPWB966hxYX07EGBlVnYy-NIFC20zUvjrcLQI1fW-D1-3O4X0Wx-Gc1d1DVLJ0upXiEgtIgpsukFAnxxfT-pHU8JhKsfEDLrTnzGI/s1600/hbstmwuppdbpkswljice.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggWl8A4vLEi-Sut0SCYJJWfsht8D7ABTlwTjCv8cSPWB966hxYX07EGBlVnYy-NIFC20zUvjrcLQI1fW-D1-3O4X0Wx-Gc1d1DVLJ0upXiEgtIgpsukFAnxxfT-pHU8JhKsfEDLrTnzGI/s400/hbstmwuppdbpkswljice.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Division graffiti.</td></tr>
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Talking to Mike P about the barren section of unclaimed land within the two walls, and how I want to fill that with deterants, mines anti tank crosses, other objects that suggest its a death trap of an area. I plan to show a clear distinction between the populated town and barren wasteland of a strip.<br />
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Mike K also gave me some great feedback about the composition and layout of how the ship is set. Initially the player will get a peek preview of the ship through a mesh fence. But what I didn't think to much about was how its position and angle effects how the player thinks about it. Showing the cockpit and front end first, draws more interest than the back. And having the back of the ship open as the second view is shown, draws the player inside the ship for exploration on Emily's part. We also talked about dressing the market and how I want a busy contrast. He suggested looking at places such as Vietnam, in regards to their makeshift solutions to things, primarily the wiring.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIsAD9MZovQOUrl-6-FrmEBhIBbsg_g1A_ERm8IRIPw-F4trptqoT7TbIAMwIWFuLVs9Cr9wQpJH5pdsdnfvIdI-rFtOLzkle3QWwXWqy28-xynnHz-nZftJIRdLgDT9Sz_lKbbkgUyH0/s1600/ScreenShot00066.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIsAD9MZovQOUrl-6-FrmEBhIBbsg_g1A_ERm8IRIPw-F4trptqoT7TbIAMwIWFuLVs9Cr9wQpJH5pdsdnfvIdI-rFtOLzkle3QWwXWqy28-xynnHz-nZftJIRdLgDT9Sz_lKbbkgUyH0/s400/ScreenShot00066.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Initial view.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRkHDuuaJdrFp4CDyBy0hwrUDYxk0Mdx2CNzWGh76Rje_Bi22eiyicbfzooOXGSdVsG_iji81w54HyKZaLHY1ngw0f0lShBunaWhvCCopvj-j38c0I-ecqhqsEKmORyBUsd7GQcU9lHp0/s1600/ScreenShot00067.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRkHDuuaJdrFp4CDyBy0hwrUDYxk0Mdx2CNzWGh76Rje_Bi22eiyicbfzooOXGSdVsG_iji81w54HyKZaLHY1ngw0f0lShBunaWhvCCopvj-j38c0I-ecqhqsEKmORyBUsd7GQcU9lHp0/s400/ScreenShot00067.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Second sudden view.</td></tr>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4oCA5NUADQBgqgts6ZUG40JaTgcZOliV3UiySQ3Z0Ec6yzd5ccT4j0H-M5u4AN0Q_1RcnmiWar6t60I5lSrVktCKOVFjNZoOt39CTZnvMIgN_8simcHuFMOReghOUZyesOTgx91bS6RA/s1600/Vietnam2014-320.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="266" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4oCA5NUADQBgqgts6ZUG40JaTgcZOliV3UiySQ3Z0Ec6yzd5ccT4j0H-M5u4AN0Q_1RcnmiWar6t60I5lSrVktCKOVFjNZoOt39CTZnvMIgN_8simcHuFMOReghOUZyesOTgx91bS6RA/s400/Vietnam2014-320.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Vietnam wiring.</td></tr>
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<br />Anonymoushttp://www.blogger.com/profile/12503274670365741735noreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-71203500620507575022016-01-29T09:57:00.000-08:002016-01-29T09:57:00.297-08:00FMP Week 3 Last week I asked Emily to give me a further block out of her ship to add to the environment to work out a better sense of scale, along with having a model there we can just switch out at intervals as we progress through the project. The ship was bigger than anticipated so I had to scale up the ship site.<br />
The environment has expanded slightly, but with the ship in there, we've decided to cut off everything behind it to the player, so really the size has decreased a bit.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlW_tyOg7qB2oMq-Mes8PglxXQ8uQMXT-WR-QWyapJGLgesDEJnLWw4lQWVzwCnvTeu5F54vBvHYAPxsCxliximFYKufBMCx0TcnhAj5kTmaFRJQsrf4nx7SmQN9mex9q3oQofI9xWEZU/s1600/39.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="270" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlW_tyOg7qB2oMq-Mes8PglxXQ8uQMXT-WR-QWyapJGLgesDEJnLWw4lQWVzwCnvTeu5F54vBvHYAPxsCxliximFYKufBMCx0TcnhAj5kTmaFRJQsrf4nx7SmQN9mex9q3oQofI9xWEZU/s640/39.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Added sections.</td></tr>
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With the ship now placed I set to work doing a basic sketch over to show how I imagine it to look. Emily and I need to collaborate on this bit to make it work, so by having the block out here, I t makes my life a lot easier. Allowing me to work around the basic mesh and progressive meshes, until the time comes to import the final one.<br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrW4mo6Q625TM-UgwDUJTFQ4Z1_-3bwds1mPEO4y28WqbpehH3mtBmmUW0bmijHDsU8txH_ZZjOspWKdQiZSaFpKltGfBMcZiJ-miVKbCalQbqJcv3xom0NTOll5a_eqtQ7JkuxZn7-j0/s1600/ScreenShot00050.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrW4mo6Q625TM-UgwDUJTFQ4Z1_-3bwds1mPEO4y28WqbpehH3mtBmmUW0bmijHDsU8txH_ZZjOspWKdQiZSaFpKltGfBMcZiJ-miVKbCalQbqJcv3xom0NTOll5a_eqtQ7JkuxZn7-j0/s400/ScreenShot00050.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Ship concept.</td></tr>
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I encountered a problem this week too with collisions. Obviously I'm creating custom collisions for my meshes, but when I imported them they weren't recognised. After a bit of googling I found out that not only do I have to have "Auto generate collision" un-ticked, but I also need "One convex hull per UCX" un-ticked as well. Not only that but from the same article I found out that you can use the prefix UBX to create a basic box collision and USX to generate a spherical one too. The more you know. Credit to the source "http://tracegordonart.com/ue4-collisions-tutorial/"<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6kL2dzkmiDI7Lijgu0jfEHsmeLy_uAJvu3-W7jofW-3_Nce-VZHJRqidCH-Wmyu5eNedBTthYVuC6AdJBPV1v3bDkwubCRhVfCkn0OT0flTfE_xCF16eEikQ3ifcgUJ97N0nlDB2RX-w/s1600/Collisions.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6kL2dzkmiDI7Lijgu0jfEHsmeLy_uAJvu3-W7jofW-3_Nce-VZHJRqidCH-Wmyu5eNedBTthYVuC6AdJBPV1v3bDkwubCRhVfCkn0OT0flTfE_xCF16eEikQ3ifcgUJ97N0nlDB2RX-w/s320/Collisions.png" width="215" /></a></div>
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I know I'm not set to start modelling this week but I got it started early. At the beginning of the week I made a lamp post. Then took my hand at making some modular doors to stick in the doorways. One of my concept ideas involved a series of doors at different stages/variations. Rather than 4 completely different ones. The variations were, closed shutter, shutter with cat flap, broken shutter and full open shutter. I think these sit better with the modular aspect. Because as with real life, when companies build houses in bulk, or should I say estates. The doors don't tend to differ greatly, so why should mine.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjk6Z4B48cUiuhVZ1LpbOxsUw9l_AvtrN-Y162CNPtBVcJXu6X9uIi90QiJcIkPgjVJSg68Nhz-dJ-5j1ySgx2ZzwDrE6h00vBzRGQwo5hYNQZYhJQPzxsUhCCGcWIeRUCCDniGt_cJvo/s1600/42+door+sketches.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="187" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjk6Z4B48cUiuhVZ1LpbOxsUw9l_AvtrN-Y162CNPtBVcJXu6X9uIi90QiJcIkPgjVJSg68Nhz-dJ-5j1ySgx2ZzwDrE6h00vBzRGQwo5hYNQZYhJQPzxsUhCCGcWIeRUCCDniGt_cJvo/s400/42+door+sketches.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Door sketches.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixjWt1JMioUIJFYy9ffRFc4RZA4o8I94RiogKja0KVnvQX5nwoPYERgU6ZlwQqdYRGVy06GxPmH5AqfG68OSzkxlJ11ORZ1FHIf4WD_xmhK8Ql5LWOhSZbOTc5BXSeQzF63cZiyhiv4FM/s1600/41+door+varitaion.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="192" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixjWt1JMioUIJFYy9ffRFc4RZA4o8I94RiogKja0KVnvQX5nwoPYERgU6ZlwQqdYRGVy06GxPmH5AqfG68OSzkxlJ11ORZ1FHIf4WD_xmhK8Ql5LWOhSZbOTc5BXSeQzF63cZiyhiv4FM/s400/41+door+varitaion.JPG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Door low polys.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg98b6l0nniaWZkf8tf-8xr4PaqTVoe2u88s1XCemIaqPO9VnM_XWmndVARHMg993otuwvxbOfNLBvLEUEqGk-wIkYMRhY6LH-KS_NGM_jgXR2XjjTP1seP_sQhS3-4Bl2QzwztltC_P50/s1600/44.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg98b6l0nniaWZkf8tf-8xr4PaqTVoe2u88s1XCemIaqPO9VnM_XWmndVARHMg993otuwvxbOfNLBvLEUEqGk-wIkYMRhY6LH-KS_NGM_jgXR2XjjTP1seP_sQhS3-4Bl2QzwztltC_P50/s400/44.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Door variations with normals and AO.</td></tr>
</tbody></table>
Now the doors are modelled and baked with AO and Normals I can move on to the other modular aspects of the environment. My plan is to model those first, getting the bulk of the level out of the way and then I move onto the unique buildings, followed by all the details and smaller meshes to flesh out the level.Anonymoushttp://www.blogger.com/profile/12503274670365741735noreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-1591591610581736922016-01-29T02:18:00.001-08:002016-01-29T02:18:27.053-08:00FMP Week 2. This weeks been a lot of placing modular meshes and replacing the BSP with the placeholder ones ready to be swapped out with the finished meshes later down the line. So unfortunately for me, not a lot has been done this week in the way of variety. I tested the modularity first before going crazy in the actual block out, so I knew it was functional. I also had to rethink my camera angles for the final renders. My original shots included a lot of rooftops. Which when I was told to reduce the size, I cut out completely pretty much, removing a lot of playable space and work in the process. My new shots are showing generally the same area but in different ways.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqTmV7WWr1JNn4ylgaiYspgG_OOSCmQ3RC7xrt-UHLiJg5i0-q5TE9_raGsgsL6m7qYjksLmGh1fH1WwpGR1H7fHAobXmk1kgwLMvpk_rVMIt4vKlG1-oQEzeFzbCeAip8y7qFUgwX-iw/s1600/ScreenShot00040.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="208" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgqTmV7WWr1JNn4ylgaiYspgG_OOSCmQ3RC7xrt-UHLiJg5i0-q5TE9_raGsgsL6m7qYjksLmGh1fH1WwpGR1H7fHAobXmk1kgwLMvpk_rVMIt4vKlG1-oQEzeFzbCeAip8y7qFUgwX-iw/s400/ScreenShot00040.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Modularity test.</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgj3GwGDzXbN2bFT2o_QVJ21vyrkFnl3lQAPbxzanFT0a7Afzj6itZCPuiWHW9mEINy_HcbosoGT8eTEb-TqrCMdbvbgKmbQ6sbx4j4Bc7euOSh6ZULbcZNaIeMeJdlYFbUQa35hyphenhyphenb-ebE/s1600/ScreenShot00043.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgj3GwGDzXbN2bFT2o_QVJ21vyrkFnl3lQAPbxzanFT0a7Afzj6itZCPuiWHW9mEINy_HcbosoGT8eTEb-TqrCMdbvbgKmbQ6sbx4j4Bc7euOSh6ZULbcZNaIeMeJdlYFbUQa35hyphenhyphenb-ebE/s400/ScreenShot00043.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Adding to the white box.</td></tr>
</tbody></table>
Planning is important when working on a large project like this, I had previously done a rough timeline of how I thought I would be best setting out my time, now having to show the tutors my progress and thought s on the matter I drafted up a crisper version.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmLAZEZkTbnyN-AYTJuPcztzO4FNCrAe91DPVirk-EEl9CTS08PUYUACkTplI-lsZYU8GSxWcjwvwHt2chFPP2iScCPXiQNiPRZ473KU5PItZ0ap3HhjEFuZEU9ZnO2Y0Iznbsf8EFfgw/s1600/36.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="218" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmLAZEZkTbnyN-AYTJuPcztzO4FNCrAe91DPVirk-EEl9CTS08PUYUACkTplI-lsZYU8GSxWcjwvwHt2chFPP2iScCPXiQNiPRZ473KU5PItZ0ap3HhjEFuZEU9ZnO2Y0Iznbsf8EFfgw/s640/36.JPG" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Time plan of duration and specific dates.</td></tr>
</tbody></table>
To break up the continuous placement of laying out the modular buildings over the BSP, I took a break to think more about the colour pallet I wanted for the environment. So I looked at my ref and picked out some of the colours I thought had potential.<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiX3DtNHt8pxshQrok8YLb-y5YbW32afL1duIjN5hmSlAVMUMG3oo-91EQ4Pbk7moJAE1sxOGhRfylojYSFC7oIpUbxtUGjxPAdMerQjMBY79BR64eDtjBPoK4Bh9pveGEE6g3lYEmq8Yk/s1600/33.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiX3DtNHt8pxshQrok8YLb-y5YbW32afL1duIjN5hmSlAVMUMG3oo-91EQ4Pbk7moJAE1sxOGhRfylojYSFC7oIpUbxtUGjxPAdMerQjMBY79BR64eDtjBPoK4Bh9pveGEE6g3lYEmq8Yk/s400/33.jpg" width="400" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2x0b0ZnRUOW811AUhFhLlyWy4aIDssJT_9aZgDedkFqHZHI7NgvOPp7yMaIxZTP23VoqtCRWEqjr1j7_j0j_zjlAU_TofRMiZWVl4EOi17NEj1vdTwgEGLFUmYa7e5yc1o4viK-X1Aj8/s1600/34.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2x0b0ZnRUOW811AUhFhLlyWy4aIDssJT_9aZgDedkFqHZHI7NgvOPp7yMaIxZTP23VoqtCRWEqjr1j7_j0j_zjlAU_TofRMiZWVl4EOi17NEj1vdTwgEGLFUmYa7e5yc1o4viK-X1Aj8/s400/34.jpg" width="400" /></a></div>
I want some sort of a basic orange/brown/cream tone for the buildings, nothing too flashy and bold as its going to cover a large surface area. The larger the surface area the more de saturated it should be. Then with the smaller details and focal points I plan to make them more saturated so they pop and stand out to the player, drawing interest and it will give the scene a better atmosphere. Focal points will be things like banners, foliage, story elements etc. <br />
Currently another problem I've been told about is the floor. It currently sits so flat, and could do with some height and interest. Obviously when its textured it'll look less noticeable, but either way I set to work looking at some games for interest and inspiration. The main game I know with a simply amazing floor, is Bloodbourne. I know I'll never be able to compete with that. Well maybe if I spent all 20 weeks on it, I might come close. But non the less it's great to look at and try and figure out how they've done it.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjg4uORRUFyDFkvDT4mWvkahk0zv5K9msI9MtuSIi0NXy3NK5ymVLG18yJT-dgLGzf60C1Vxnum_l2LTWv1DQYm6dP2Tc14nPX1M7EioXUEW91hxwTjFQbZW5vV0J_oIzITCB_ATCbkIrg/s1600/Bloodbourne+floor.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="223" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjg4uORRUFyDFkvDT4mWvkahk0zv5K9msI9MtuSIi0NXy3NK5ymVLG18yJT-dgLGzf60C1Vxnum_l2LTWv1DQYm6dP2Tc14nPX1M7EioXUEW91hxwTjFQbZW5vV0J_oIzITCB_ATCbkIrg/s400/Bloodbourne+floor.gif" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Look at it!!!!</td></tr>
</tbody></table>
The way I think they've pulled it off, is a combination of vertex painting between a series of materials. The puddles, cobbles and then the mud/dirt. Along with using the foliage brush to add raised cobble stones and small bits of foliage to the mix. But I could be wrong. They could have used tessellation or paralaxing too, honestly I have no idea. All I know is I'm going to try and create some wicked flooring using the method above.Anonymoushttp://www.blogger.com/profile/12503274670365741735noreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-31146315277034290522016-01-15T20:41:00.000-08:002016-01-28T14:36:07.911-08:00FMP Week 1: Part 2 Along with the sketches earlier in the week I continued with the white box. As you saw in my previous post, I downsized, based on the recommendation of Craig and Shay. The size and extra stuff I cut out, I am now considering as stretch goals, if I have spare time at thee end. Simple things that I can easily do with the assets and modular building parts I have already made. Expanding the urbanized area, interior rooms, the bottom left area I cut and possibly a small vehicle. Not all will be done if I have time obviously, but they're all an option.<br />
I'm not much of a digital painter when it comes to concepting, Give me a fine liner and a scrap of paper and I'm happy, but I figured Its worth a shot to paint over my existing block out and expand on it a little with the help of the old wacom. I'm not overly happy with how far I am with digital painting, I do bits now and again but I'd much rather sink my time into the 3D aspect of the course.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwBHGrQP2nlngDXhewqgHPn_BfstYnyBYR-XZ1XO0Ch4TF1_TJZgsF_uuwDHVU6yo4NZD-n24j2a52xW-25Qh27L0TPQUxRRvEbFE8nTHa2IHMDIIt8DrNyriJb-f8MRichKOgvkOHufs/s1600/ScreenShot00034.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwBHGrQP2nlngDXhewqgHPn_BfstYnyBYR-XZ1XO0Ch4TF1_TJZgsF_uuwDHVU6yo4NZD-n24j2a52xW-25Qh27L0TPQUxRRvEbFE8nTHa2IHMDIIt8DrNyriJb-f8MRichKOgvkOHufs/s400/ScreenShot00034.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Initial layout paint over of the town WIP.</td></tr>
</tbody></table>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4f2VAAcPmP7r8ZqvvgvRxN8qboCZNHowj3fPFVZmnUtsBH2EJSGP9duZxWyNWykF1cb4yl73VDim9R6HVQHdOUOtrTd5mLogRrLkGbnV2UTuAI9DVcyP3AncXQMgnTDJt0PdMC0UDB9M/s1600/ScreenShot00011.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4f2VAAcPmP7r8ZqvvgvRxN8qboCZNHowj3fPFVZmnUtsBH2EJSGP9duZxWyNWykF1cb4yl73VDim9R6HVQHdOUOtrTd5mLogRrLkGbnV2UTuAI9DVcyP3AncXQMgnTDJt0PdMC0UDB9M/s400/ScreenShot00011.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Another WIP paint over, of the ship location.</td></tr>
</tbody></table>
Now for something unrelated to FMP, for me anyway. Blair Armitage came in to give a talk to the character artists. So not necessarily helpful to me, but obviously I went anyway because you never know. She talked about her time in the industry and what sort of things you should and shouldn't have on your portfolio website. Recommending you don't have your blog on there, as it can distract people from your actual work. Along with this she mentioned to make sure to have all your renders labeled with your watermark. As when things get round the internet a bit, they can loose their original location and you might not get the credit you deserve. Finally another important piece of information she shared, was the use of personal work within your portfolio. More importantly, how it shows more to a future employer about what you want to do, rather than what you had to do for university. Overall the talk although primarily for character artists, was definitely worth going to.<br />
<div>
Going back to the architectural stylistic choice we're going for before I finish this post. I noticed that all the reference I gathered and all I could find on the subject, had flat boring roofs. so I tried to mix them up a bit with some more angular shapes.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhynRdqmXuDeW-q2oMl6UUnyV76USt1bR9S1WTGWtrJMUyBX2R4wpvQOrc4MlDDXlPmrbdEjci3cLs9hQ300741BWkVY4QKwclvSpQzA-AUGbqSSrtjS74MTTvlam2kofhor0gqe1dYGIc/s1600/9.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="283" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhynRdqmXuDeW-q2oMl6UUnyV76USt1bR9S1WTGWtrJMUyBX2R4wpvQOrc4MlDDXlPmrbdEjci3cLs9hQ300741BWkVY4QKwclvSpQzA-AUGbqSSrtjS74MTTvlam2kofhor0gqe1dYGIc/s400/9.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Rooftop sketches.</td></tr>
</tbody></table>
After the brief sketches, I set to work thinking further about the white box. Modularity was in order to set out the level exactly as I wanted it to sit, so when I finished my models I could just import them, replacing my placeholder mesh with ease. Before I could do that I had to build my placeholder modular kit.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgk3ojkmUp8GoS6eHxNEWEdOJnza1UK0fLZKWHDcUYk_WojNP7TX_9V_LnJjUgLnf2KTxzEaJt2UVVuQsC40X6Z_y-S5zJqhw8U6B7OSyk4G_dHpin9Z2TRP1MfWygOdPWNgGA-g6pFrU4/s1600/30a.JPG" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="217" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgk3ojkmUp8GoS6eHxNEWEdOJnza1UK0fLZKWHDcUYk_WojNP7TX_9V_LnJjUgLnf2KTxzEaJt2UVVuQsC40X6Z_y-S5zJqhw8U6B7OSyk4G_dHpin9Z2TRP1MfWygOdPWNgGA-g6pFrU4/s400/30a.JPG" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Placeholder modular kit.</td></tr>
</tbody></table>
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Anonymoushttp://www.blogger.com/profile/12503274670365741735noreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-41050597692347564172016-01-12T20:46:00.000-08:002016-01-28T14:42:37.184-08:00FMP Week 1: Part 1<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<span lang="EN-US"> To kick off the first official week on my FMP I decided generating
some ideas of buildings and architectural designs would be useful. So I used
the reference images I’d previously gathered to create two mood boards. One on
Russian Constructivism architecture and the other on a varied amount of sci fi
architecture. Having both up in front of me at once, allowed for an easy start
in the design process. I looked at the key features of the Russian architecture
style, windows, height, floor layout etc, and applied them in a more futuristic
style to give a good mix of the two. <o:p></o:p></span><br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4UUVhp1FHeWnMEvBNDOUinC9p3P8kvNV55XkR0UKcpLt1dQouDJF52tpbdsphkFIC46g-cBQDFrHe0OQSr27XMOuv6azzJCnynroEf4rrmGAgG_5rv76qhuibyUTKmH79qlgBVtq13TI/s1600/8.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4UUVhp1FHeWnMEvBNDOUinC9p3P8kvNV55XkR0UKcpLt1dQouDJF52tpbdsphkFIC46g-cBQDFrHe0OQSr27XMOuv6azzJCnynroEf4rrmGAgG_5rv76qhuibyUTKmH79qlgBVtq13TI/s400/8.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Sci fi elements mood board.</td></tr>
</tbody></table>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidBqH8jbPT7Py0nSJzoER07KWgf-bwwWdZXovCU_LkZKnAn1cE-RukVQj1lIzazKXdDBg_JrfeqwxBehcuML2adJXxpvctcdzRAXUFrfMWNg490ImJq00lDeLHL_bfGf4k7MGSdxZVI1U/s1600/9.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidBqH8jbPT7Py0nSJzoER07KWgf-bwwWdZXovCU_LkZKnAn1cE-RukVQj1lIzazKXdDBg_JrfeqwxBehcuML2adJXxpvctcdzRAXUFrfMWNg490ImJq00lDeLHL_bfGf4k7MGSdxZVI1U/s400/9.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Russian constructivism mood board.</td></tr>
</tbody></table>
</div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSqgjQB7XCsW2KtkW9tRIn1fUwLZ4qXkRWfwTrR13vuo0VfSW1KYPVRnngoTPozX_XV47T-C408XvXZwd64YRXXymApPUZGg5Hc4xOnYCmgc6L7UleTHR5D48RYrWz97OxJ_7DBAiIMeM/s1600/4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="280" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiSqgjQB7XCsW2KtkW9tRIn1fUwLZ4qXkRWfwTrR13vuo0VfSW1KYPVRnngoTPozX_XV47T-C408XvXZwd64YRXXymApPUZGg5Hc4xOnYCmgc6L7UleTHR5D48RYrWz97OxJ_7DBAiIMeM/s400/4.jpg" width="400" /></a></div>
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<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIi5Djj_Ezq6MeeLk74AHXyCMWomp3N116qn7kRX7LHZ4PjGfuGQmKdVOlFwmttY84vzYCe0o18X-kVqls4d9XNbuZR9SVwVlSvRVfH5UAFMCS8EUXmAVZEiPaomwsHcaNPXT_p508iOk/s1600/5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="277" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjIi5Djj_Ezq6MeeLk74AHXyCMWomp3N116qn7kRX7LHZ4PjGfuGQmKdVOlFwmttY84vzYCe0o18X-kVqls4d9XNbuZR9SVwVlSvRVfH5UAFMCS8EUXmAVZEiPaomwsHcaNPXT_p508iOk/s400/5.jpg" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5y1nDHvptZIKKEP1Gln_ekeQiXERS6x5eTYYL2B_aE0JKjBsmiGrevsxSi6BlxDOuO51zEXv-Yx6n9EKzUpu5hGIQHHOXY9SAjxSFFQYoeuOf6Sa-EOz-leKPl6dNfPj_YSt4mmxIJls/s1600/6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="291" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5y1nDHvptZIKKEP1Gln_ekeQiXERS6x5eTYYL2B_aE0JKjBsmiGrevsxSi6BlxDOuO51zEXv-Yx6n9EKzUpu5hGIQHHOXY9SAjxSFFQYoeuOf6Sa-EOz-leKPl6dNfPj_YSt4mmxIJls/s400/6.jpg" width="400" /></a></div>
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Along with these architectural sketches, I set to work placing cameras around my scene for the final key render shots. I think at this point I'm going to go with 4 but that could vary later down the line. Each camera is set up to show a key part of the level. The main gate, market, Emily's ship location and one final one to show off the level as a whole. </div>
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Guest character artist Shay Hulbert, dropped by to give us a little bit of a helping hand. Shay and Craig had a quick look at my section of the environment and immediately mentioned its way too large, maybe cut out the interiors and some of the bottom sections of the level. Basically anything that's unnecessary. I cut out the bottom alley way, some of the right hand side urban section, all the interiors and a small section tot he bottom left. Its great that all these previous students, now industry standard, return to mentor us on occasion. In a few years It might be me returning to help out future students, but for now I'll stick to being a rookie.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiok0c4yDhPfX73r_kxHWveQsaveXX1_AbLAYEcR-24OYD-elSoFIAJmdPtlnTDyPgke0IRuWc962twlJDpKCeaUyluYWgkLY7krdpQ7hxfUGOqL7tJgVKOABjxUE6fWgJmm71sbybNNg0/s1600/ScreenShot00000.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="241" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiok0c4yDhPfX73r_kxHWveQsaveXX1_AbLAYEcR-24OYD-elSoFIAJmdPtlnTDyPgke0IRuWc962twlJDpKCeaUyluYWgkLY7krdpQ7hxfUGOqL7tJgVKOABjxUE6fWgJmm71sbybNNg0/s400/ScreenShot00000.png" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Reduced white box.</td></tr>
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When reducing, I had to move around a section I recently added, set on a rooftop. Which would now be on the bottom right building. I moved it more central so you can overlook the entire level from it.</div>
Anonymoushttp://www.blogger.com/profile/12503274670365741735noreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-68131999015801741562016-01-08T22:11:00.000-08:002016-01-24T11:17:25.172-08:00Pre FMP week: Part 2 I went back to Sanctuary (Borderlands 2 hub town) to look deeper into what makes it tick. I drew a birds eye view of the layout to see how it was set out. To my surprise it was a bit up in the air, in terms of building placement and how things were set out. I took some screenshots and sketched over them, looking at general composition and building layout. Almost from every angle has an interesting view.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg98vzJ6RDvDSWEguyqhhZ7j5CFFR1rNphXRbBiuwNAWMVO7L1YdXcTYDklmxQRDbIw6-fBWfrAbGfotWwnN0I-FEPN4OaSR1dz2V411mjJh7omcsH3l4AZacC7ax99RDivoMDHP8wCO48/s1600/Sanctuary+layout.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="227" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg98vzJ6RDvDSWEguyqhhZ7j5CFFR1rNphXRbBiuwNAWMVO7L1YdXcTYDklmxQRDbIw6-fBWfrAbGfotWwnN0I-FEPN4OaSR1dz2V411mjJh7omcsH3l4AZacC7ax99RDivoMDHP8wCO48/s320/Sanctuary+layout.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Sanctuary layout.</td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmktAqvPxI38WNLDXjbObfk46dsz6pRqeoeAj9rutH3UardAPNxvHoKpxkx8a0ueXRNmkYZqWzvyIxHK7YKtga1ES4HoghzahFCdeFbIq7wAFEg_iFImMkjIx6uom4cK2f5Wep4n_entg/s1600/20.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="248" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmktAqvPxI38WNLDXjbObfk46dsz6pRqeoeAj9rutH3UardAPNxvHoKpxkx8a0ueXRNmkYZqWzvyIxHK7YKtga1ES4HoghzahFCdeFbIq7wAFEg_iFImMkjIx6uom4cK2f5Wep4n_entg/s400/20.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Sanctuary composition out of doorways. </td></tr>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRsLIUztkUCVKaJA-1MOuZuYTfwYNhkIbuNEGaG7PSOWfY4BqgNeV4TRHF_R1pa10nBWz7TuEpDgFgB7HddddlXXeq-cHt1iWjNfEtbzC2VwOSEsFK4twtVMiu_krIbungqH2UXOMgOMw/s1600/21.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="248" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRsLIUztkUCVKaJA-1MOuZuYTfwYNhkIbuNEGaG7PSOWfY4BqgNeV4TRHF_R1pa10nBWz7TuEpDgFgB7HddddlXXeq-cHt1iWjNfEtbzC2VwOSEsFK4twtVMiu_krIbungqH2UXOMgOMw/s400/21.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Sanctuary composition in general.</td></tr>
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One thing that I might have overlooked about the layout of my level, if not for sanctuary, was the use of stairs. Sanctuary's floor level is constantly changing, making it seem more expansive and interesting than it actually is. Along with this, the added use of rooftops bring a whole new level and set of expanses to explore too. The use of overhead assets make it feel like your constantly mixing between interiors and exteriors. Not only that but there are plenty of interiors to explore over the town anyway. At the end of one alley way you have to pass through an interior section to get to a further alley way beyond that. The majority of these tricks I plan to utilise within my environment. All except the interiors which I might leave out, depending on how much time I have at the end and the overall size of the level. I don't want to over estimate my skill level and set myself too much work which I've done in the past.<br />
We started finalising our Idea down on paper so we all know where we're heading. The gist being. A once whole town split into two side due to political reasons. The divide being a huge Berlin wall style structure down the centre. One side who has a government, has evolved and built up their side. While the other has remained pretty much the same structurally, while crumbling and falling apart aesthetically. Each side will retain an essence of the original architectural style (A futuristic Russian Constructivism) the dilapidated version more than the evolved version, because the dilapidated side wont have changed much structurally. The dilapidated side will have a ship parked within its walls (Emily's) and each side will have 2 characters within its walls (Jakes 4 characters).<br />
I also got to work setting and laying out a basic block out using BSP in UE4. A step in the right direction. It got me thinking about the composition and how I want the player to interact with the environment, how they move through it, what I want them to see and experience. Pretty deep for a BSP white box, but all good stuff non the less. Reading up on composition made me also think about the angles and how they effect what the player feels. "Angles create motion within a scene" Motion meaning action. "Rounded shapes suggest a calm setting". A tough one to fathem when when my architectural choice of style is an industrial one with lots of harsh corners, yet I want to create a fairly calm environment. Guess thats another thing to think about. So much to do!!!<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhivuMbZZCL3BpaZepE-oTbkW2Ua3w3HcJGWhchPUUiqsE8U_vk7aRCqg6Hup4qG-A30wwPVMpiBE0sx1JVrFt6NP8GitA_YgiBjXTX5AVR-lmXxZCJv1QU7vsKZUGS168OjfZGmVHtQuE/s1600/HighresScreenshot00002.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhivuMbZZCL3BpaZepE-oTbkW2Ua3w3HcJGWhchPUUiqsE8U_vk7aRCqg6Hup4qG-A30wwPVMpiBE0sx1JVrFt6NP8GitA_YgiBjXTX5AVR-lmXxZCJv1QU7vsKZUGS168OjfZGmVHtQuE/s400/HighresScreenshot00002.png" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvj14F9bb4RLKSG2MgHHQG0WM9C9rYUy7vsPktx6wD-kBsbyovdLfPpudkECZOQraOtz48dIgVzo32y9bilTp1qSQBDj9IxAfJoaYRNmii0cBm8tcZVZ26KZhEUaH1nqb5PWAESlAtFHA/s1600/HighresScreenshot00005.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="250" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvj14F9bb4RLKSG2MgHHQG0WM9C9rYUy7vsPktx6wD-kBsbyovdLfPpudkECZOQraOtz48dIgVzo32y9bilTp1qSQBDj9IxAfJoaYRNmii0cBm8tcZVZ26KZhEUaH1nqb5PWAESlAtFHA/s400/HighresScreenshot00005.png" width="400" /></a></div>
Not sure if I'm currently thinking too big, or just right. I'm 99% sure that its not too small. Most likely its way too big, I tend to do that with these things. </div>
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Anonymoushttp://www.blogger.com/profile/12503274670365741735noreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-6583324359810204112016-01-05T20:16:00.000-08:002016-01-24T10:58:13.085-08:00Pre FMP week: Part 1 This week I decided to start working on the logo designs we thought about incorporating. I don't plan to spend more than a few days on these as they're really a high priority task. I used the mood board to make a few pages or interesting shapes and silhouettes to iterate on. Logo design is a whole new skill in itself, so I don't really expect to come out with anything too good if I'm being honest. But either way we could use some kind of symbol/mark to symbolism each side of the wall.<br />
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So after creating the mood board last week, containing logos from factions within destiny, war medals, family crests and forces ranks. I also did a bit or research into what makes a good logo. This was primarily for branding purposes and marketing. But some of the information is still valid. Such as, keeping it simple, make it recognizable from multiple angles, distances and sizes. But thinks like colour, with/without text and upside down probably don't factor in at all. The logos I'm proposing with be a block colour most likely, at varying distances, depending on where you are in the level obviously, with no text and should remain horizontal at this point. </div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV3GlYBlK25zud8qEHHL__IkQ0MWUiRxyCx94aKT1ctkiZ2OCZfFC1rbPzqLmdM0ovvu5SRa2IuYY9H2-NbR9A3wzL1fQqrUGbknFjwXmAYz-dN95-0R-rbMmcNF_96J4egP5EKqsa3O0/s1600/11.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="282" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgV3GlYBlK25zud8qEHHL__IkQ0MWUiRxyCx94aKT1ctkiZ2OCZfFC1rbPzqLmdM0ovvu5SRa2IuYY9H2-NbR9A3wzL1fQqrUGbknFjwXmAYz-dN95-0R-rbMmcNF_96J4egP5EKqsa3O0/s400/11.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Logo's page 1.</td></tr>
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Jake: Likes 9, 11, 12, 21. Doesn't like 1, 2, 3, 4, 5 and 8.</div>
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Emily: Likes 3 (If it can be simplified) 4 and 11. Doesn't like 8, 13, 16 and 17.</div>
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Mike: Likes 11, 12, 15, 17, 20 and 21. Doesn't like 1, 2, 3, 4 and 5.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvrTovwzAT9gqXqGzA-6mL_EUaSu4cnAi2DTg0Qq7oN2_JV7goBF2-m2yaH9yexbtaT1TEuVnGK2dwri_xfw_SZ0bZ2t8Wtwdr-6nXp77oqb_6ousb0i6aEDnVpsILbmqvANQYfjzONcU/s1600/13.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="282" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvrTovwzAT9gqXqGzA-6mL_EUaSu4cnAi2DTg0Qq7oN2_JV7goBF2-m2yaH9yexbtaT1TEuVnGK2dwri_xfw_SZ0bZ2t8Wtwdr-6nXp77oqb_6ousb0i6aEDnVpsILbmqvANQYfjzONcU/s400/13.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">Logo's page 2.</span></td></tr>
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Jake: Likes 3, 5, 17 and 20. Doesn't like 10, 12, 14 and 16.</div>
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Emily: Likes 1, 3, 5 and 20. Doesn't like 10, 11, 14 and 21.</div>
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Mike: Likes 6, 9 and 10 "because it looks like a duck". Doesn't like 14 and 19.</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh19YNth45m9vDMLvDgPNbgMrFoDxmHVxvYpWhjdv610ANEY0H-NAhO6mkI4Mp4c98VOdrIPU2Rew_ycR7KN3pUf5GlmtxSOl66RAKsAFccLWIgnDgT6DnoHFY8okrv-9uo3KAUktxt6tE/s1600/15.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="282" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh19YNth45m9vDMLvDgPNbgMrFoDxmHVxvYpWhjdv610ANEY0H-NAhO6mkI4Mp4c98VOdrIPU2Rew_ycR7KN3pUf5GlmtxSOl66RAKsAFccLWIgnDgT6DnoHFY8okrv-9uo3KAUktxt6tE/s400/15.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">Logo iteration page 1.</span></td></tr>
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Jake: A, B2, C2 and all the E's</div>
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJnKmt0R95As_myuCFyKF3JhZg_fSQcq9FYalsG36PLMFNylvYHAbOMKYNcn222D5wb0g-0jQVY1O4c_9A1IffqkdUeYglympNErXvAZendF6GrbcYZIlqyODBV33k9iG4r1v_w023BbI/s1600/16.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="282" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJnKmt0R95As_myuCFyKF3JhZg_fSQcq9FYalsG36PLMFNylvYHAbOMKYNcn222D5wb0g-0jQVY1O4c_9A1IffqkdUeYglympNErXvAZendF6GrbcYZIlqyODBV33k9iG4r1v_w023BbI/s400/16.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-size: 12.8px;">Logo iteration page 2.</span></td></tr>
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Jake: A2, A3, B3, C3, D1, E2 and F3</div>
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Emily: A2, A3, B2, B3, D1, E2 and F2</div>
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Logo iteration pages 1 and 2 of overall likes.</div>
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Jake: E1 and E3</div>
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Emily: H2 and G2</div>
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Sharn: J3 and L2</div>
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Christy: A3 and C1</div>
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Jack: D1 and L</div>
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Me: A and I</div>
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I still need to figure out which 2 of these logos we're going to use. I'll probably test to see which ones of the chosen few look the best on the banners themselves, and make a decision from there.</div>
Anonymoushttp://www.blogger.com/profile/12503274670365741735noreply@blogger.com0tag:blogger.com,1999:blog-8244705592100116967.post-70967538850808177552016-01-01T17:28:00.000-08:002016-01-24T10:54:27.030-08:00Minimal xmas progressAs you'd expect, Christmas didn't bring much time for FMP planning, but I did some stuff here and there. The main thing I found that was easy to do here and there, was read the Vertex magazines.<br />
In the first magazine, one of the articles titled "The Glue" Level pipeline in a nutshell. It talked about the sections of building a level. Block out, Game play elements, level population, visual effects, optimisation etc. Another useful section it talked about was the limitations of the 360 and PS3. They had a hardware limit of 256mb per level section. playable level sections were not allowed to exceed this, including the operating system, game code, geometry, UI,sound effects, voice, music, pathing information, shaders, lighting, animation data, physics, particals and fragmentation. I should also look into the tool "sentinel" which tracks performance, and aim for a benchmark of 30fps.<br />
Content organisation is important when working in engine. Content should be stored in packages. "Package organization has big implications, especially in terms of size and dependency" "Try to stick to 30-100mb per package" Obviously im not going to g through everything that ive read within the vertex magazines, but thats just a snippet. I also read the ones titled "environment modeling pipeline", "World art building pipeline" "Texture planning" and "Texturing tips for production" all written by the developer Naughty Dog.<br />
As I knew lighting will be a big part of my scene, I checked out what the unreal website had to offer on the matter. Nothing really worth writing on here, but I do need to think about how the shadows will be laid out on the floor, what areas are going to be needed to be lit along side the skylight and how adding alot of lights will effect performance.<br />
I didnt want my side of the wall to be too crowded and have no open areas so thought about some sort of courtyard. Maybe even a large town square that span's across both sides of the wall, one that is split by the large wall.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjho0UlKn21oz9Y-cDHXX4gdVxLtHPb39vC99SCzJM4ZQ7ZKVtxV6hyfuy_r7PpC3Mgn0vlQrNWH0fYShcWqcUilIrcg8PrkPOKVjBPnUX4aS9tk7L-uXUFILVPq1JuHWaOIdbDa6KcR6w/s1600/7.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="328" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjho0UlKn21oz9Y-cDHXX4gdVxLtHPb39vC99SCzJM4ZQ7ZKVtxV6hyfuy_r7PpC3Mgn0vlQrNWH0fYShcWqcUilIrcg8PrkPOKVjBPnUX4aS9tk7L-uXUFILVPq1JuHWaOIdbDa6KcR6w/s400/7.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">An idea for a central open location.</td></tr>
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Not all of my Christmas was spent reading articles and level planning. I did have a bit of fun on a few games. But admittedly it was work related. When I was thinking about how to contain the level and make it seem natural next to the wall, I thought about Assassins Creed and how they did it, unfortunately my memory of Assassins creed 1 and 2 was a little hazy. Not having the games to hand anymore, I had to resort to Black flag, which didn't provide me with much closure, purely because the city's are all open now. It might be worth finding out my 360 copies of 1 and 2 but then again It might not bring anything to the table after all. I will say this though, Black flag has some nice foliage.<br />
The destiny concept art we are using for a colour pallet example brought to our attention the logo. Not all towns/settlements need or have logos, but we thought it might be a nice addition to show another level of separation between the two sides. When it comes to a logo you cant just come up wiht one out of nowhere, well you could, but were on an art course and a bit of concepting goes a long way. So I set to work looking at existing in game faction logos, family crests, military ranks and medals.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgABdZ3RwZiSR23sOxMnpLrQLyKOOmtOHs5fWS3DJJcQdOMoz7smLBwlTnkNGHlQc0a3UMBQNmwX1IQWNXo3ep37p_TG5oCOZXIUgXktrcOWKzDLqBoQD32WtIhmcfUIxW-RjwokHoVfHk/s1600/10.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgABdZ3RwZiSR23sOxMnpLrQLyKOOmtOHs5fWS3DJJcQdOMoz7smLBwlTnkNGHlQc0a3UMBQNmwX1IQWNXo3ep37p_TG5oCOZXIUgXktrcOWKzDLqBoQD32WtIhmcfUIxW-RjwokHoVfHk/s400/10.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Logo mood board.</td></tr>
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I want the logos to be displayed in multiple ways, vertical and horizontal banners, small tapestries maybe, posters spray paint etc. This side of the wall, although pretty poor and set behind the times a bit are proud of their heritage and situation.<br />
Finally along with playing a bit of assassins creed, I took a trip down memory lane and went back to Sanctuary (Borderlands 2 home hub). Also for research purposes. I figured with it being a small section of a town, they must also hold some info and worthwhile knowledge of how to make a small area appear larger. From the short amount of time I was there, I know it 'll be worth revisiting, but for now I don't have the time to sit around playing games. So it might have to wait a few more days.Anonymoushttp://www.blogger.com/profile/12503274670365741735noreply@blogger.com0