Thursday, 23 October 2014

So this past week has been a flurry of emotions and in a way, I'm sad to have finished the group project but incredibly happy it's over and done with. Being with an awesome group of people really helped lighten spirits during the dark days of light maps. Gah.


For this project, I had to work within a group of 5 people in order to create a replica of a chosen film scene. Other than the fact the textures had to be 1024 x 1024 or below, there was no texture budget (awww yiss) and our tri limit was 20,000. This is also the second project I’ll be using PBR for so this is a chance to really get to grips with it.

Each member of the team started off by compiling various moodboards of stills in order to present to the ‘Dragon’s Den’ board. These contained stills from films we all liked ranging from Fight Club to Sweeney Todd. After about 4 days of deciding and having previous ideas shot down, we finally settled on Moonrise Kingdom. The critical studies team seemed to like this idea – although they did say the textures may be a pain but I’ll get to that part later. After making the final decision, we really knuckled down to do concepts, more in-depth moodboards, colour pallettes and whiteboxes produced in 3DS Max. The research also included a plan of who's going to be modelling what, personal deadlines and so on.
Moonrise Kingdom board
After the completion of the research, we then all moved onto the modeling stage. We’d been shown how to use the perspective tool in 3DS Max which was extremely useful for getting everything in the exact place, if not a little confusing at first. This was also a complete and utter nightmare at times due to the scene being shot with either a wide angle/telephoto lens or *possible* forced perspective. Could be a mixture of both. Who knows?

I was given the following assets to model:
  • The two tables by the stairs
  •  The two lamps on said tables
  • The board game and associated assets
  • Finally, the Window

They were all really fun to model and I stuck within the tri budget I’d been set which was a relief! The only object that went slightly over was the board game. Due to modeling almost every day over the summer, the speed in which I model has increased so much so I managed to get all of these assets modeled within a day. Progress!


Excluding the window, here's the assets I modelled
Now onto the best part of a project…unwrapping! 
Again, it also only took me about a day and a half to get everything unwrapped, packed and sort out my light maps. Everything was going swimmingly until I had to make light maps. For some reason, there’s an odd bug in Max that will delete the original UV channel as it sees fit if you don’t keep collapsing the stack after moving channels. We did all manage to find a fix for this in the end though. But it took a LOT of collapsing. There's so many bugs I've encountered in 2014 that it's starting to become rather amusing.

I was actually quite worried about texturing to start off with as I’d only done one other project using PBR and although that was simple enough, something was bound to go wrong here. I wanted to set myself a challenge by hand painting all of the textures myself – which I’ve really grown to enjoy. I also find this much easier to work with when using PBR as it’s extremely difficult to try and remove all possible light information from an image.
When making all of the textures for the table and the window, I had a base colour and then created a new layer and used the ‘fibers’ filter in Photoshop to achieve a grain effect. Although with this, it was only straight grain, so I used liquify to make the larger ‘circular’ areas of the grain. I mentioned earlier that I’d baked my normals but there were various problems occurring along the way, so I scrapped the original plan. Instead of baking, I made a height map in which I managed to create both roughness and normal maps. Baking is way more fun. :(
Another thing I've discovered throughout the texturing stage is that Marmoset is one huge lie. I used it to test a couple of textures on my models, and it looked totally different in engine! So instead of wasting my time and having to adjust materials twice, I just whacked everything straight into UE4 and started building the scene from here. Why Marmoset whyyyyyyy!


Lamp tested in Marmoset (LIES)
Once I'd imported all of my own assets, I offered to put everyone else's in too so we all had one scene containing everything. Although once i'd imported the lamp, I soon realised that the alphas weren't working. Anything else want to go wrong? I tried many different methods and re-exported everything but it didn't fix the issue, gahhh. In the end, I gave up and made a glass material in UE4 which looked awesome! Luckily, we'd all sorted out our own light maps so we knew that there wasn't going to be any issues here. However, once I imported the structure and changed the view to light map density in UE4, the whole scene turned red. Perfect. 
We tried changing the resolution of the light map, and managed to get the walls green but everything else was still red. Even better. The only way we could resolve this was to import the staircase, the walls, the floor and the ceiling all as separate objects. Ahhhhh it just keeps getting better. However, this did fix the problem and everything finally turned green again!

Allllllll the greeeeeeeeeen
Anyway, I don't want to bore you with light maps. The actual lighting is much more interesting and pretty. We all had a play around with lighting in the group to see how it affected the assets and so on. However, when it came to the final lighting pass, I did this due to other members of the group working on different things to add to the scene. I think this was probably my favourite part of the project and being able to do a job as important as this was absolutely terrifying as I didn't want to let the group down, but I did it. Eventually. I had a lot of feedback from the team, which really helped and led to an estimate of 8-10 iterations of lighting overall. Woo. To start off with, I imported the base mesh without any textures to get a feel for how the lighting works in UE4. Luckily I practiced on UDK over the summer and the difference wasn't too horrific to say the least. 

 I realise how much this post has dragged on...so I'll stop talking now. Here's some shots of our scene!


Final Render
As you can see we've still got a bit of an issue with shadows on ceiling and the floor, but it looked pretty damn sweet until we rebuilt the lighting, but it's gotta be done! Overall I've had an incredible time on this project and I'm really starting to love group projects too. I miss it already. :(

The only other thing other than the film project this week was 'Cool Shit Wednesdays' which was a few hours of watching our lecturers and other students scream playing Alien: Isolation. Although we still had the presentation to make, it gave us all a chance to chill out for a couple of hours and totally forget that we had a huge deadline the next morning...
Week 4: A kind of 'Game Dev Post Mortem'?
11:39

Week 4: A kind of 'Game Dev Post Mortem'?

Saturday, 18 October 2014

So it's the start of a new week and that means we've got one week left until deadline day, eek. Luckily we've almost finished so at the moment we're not panicking too much about anything. Yet.

As I mentioned in last weeks update, our group got together on Sunday night to build the paper model of our film scene. In the four (ish) hours we were together, we managed to build the whole set! It's just the ceiling we've got left to do as the measurements were an absolute nightmare. :-(
I imagine we'd have got it done a lot quicker due to half of the time being spent clipping pegs to our noses and ears, dying of laughter and being told off by flatmates for having too much fun. Oh well, life goes on!

On Monday we had the usual game production lesson which was just more film room project. Everything is film room project. Everything. I'd managed to get all of the modelling and unwrapping done by this lesson, so I moved onto texturing after a failed attempt of baking. Sigh. I haven't spent much time on Zbrush, so I thought instead of making the usual height map, I'd try something a little different. Ohhhhhh how wrong I was. I've used Sculptris before - which is kind of like a simplified version of Zbrush - and this worked out awesome for my summer project, but for some reason I kept having issues with the cage intersecting the high poly. However, I now know the cause of the problem, (yayyyyyy). I'd deleted some faces from the inside of the legs to save tris, but when I subdivided in Zbrush, hell broke loose which kept making the normals bake out really horribly. :-(



Moving on...Tuesday I had visual design and Chris gave us a pretty awesome lecture on art & film. This was really interesting as we were all shown old paintings that inspired films. For example, the film Pacific Rim was inspired by Goya's 'The Colossus'. 


In the afternoon we had a lesson with Mike in which we were shown DOTA 2 art and how silhouettes are used to see how successful a design is going to be. There was also an insaaaaaane slide on values which was pretty damn awesome but I can't seem to find the link online anywhere. Gah. Pretty thingsssssss. This was followed by film project and yep, you guessed it. MORE FILM PROJECT.
Our group also had to do another presentation on Thursday which was basically just a weekly review of the work we've done so far. All of the assets are now complete and the texturing side of things is almost done. Yay. As we'd been adding the assets to the whitebox Mark made, I'd exported it into engine and played around with lighting to try and wrap my head around the basics. Oh my gosh it's so beautiful. UE4 is so much nicer than UDK! We also managed to finish our paper model by Friday, we had to rebuild a lot of the furniture due to it being crushed slightly during travels to and from uni :-(

3DS Max render (ew perspective stretching)


UE4 lighting yayyyyyy
I currently haven't got any photos of the paper model, so expect a photo/art dump some time during the week! Oh yeah. I also modeled a pretty damn fine window (hmm). Hence the title.
Week 3: Baking, Breaking and Window Making
15:50

Week 3: Baking, Breaking and Window Making

Sunday, 12 October 2014

*Cue the harder work, harder decisions and harder modelling*

So Monday was the deadline for the asset project, and we found out last minute that our light maps were horrendous so that was a lovely hour being spent fixing lighting! I don't think I've ever seen so many people so close to tears...

Anyway, I really enjoyed the asset project and it was a lovely start back into the year and a positive way of learning PBR. I'm even more excited about the film project though! Our group has chosen to do this scene from Moonrise Kingdom (see photo below), although I kind of want to do all of the scenes from the film as it's so damn adorable! We started modelling on Monday and have managed to get a couple of assets completed and a base model of the structure. HOWEVER, I found out on Tuesday that we may have to change our ideas due to another seminar on Thursday...I'll post an update once I'm back from it. Don't get me wrong, I'm still super excited about this project and think it'll be so much fun but I'm a little bit disheartened after finding this out. I'm still trying not to get too attached to work so I think this project is going to be really beneficial for me. I guess this is also good prep for the industry as projects get canned, so all will be well...eventually!
The information our group received during last weeks seminar was extremely useful and helped us decide on Moonrise Kingdom - as the tutors seemed in favour of this and the attic in Sweeney Todd.


An *appalling* paintover of our chosen scene
So I've just got back from the seminar and the odds were in our favour! (Yay!) The only issue that the tutors seemed to have was with the textures. There's a hell of a lot of them. Welp. However Mark in our group has written a cool little timetable of what we need to have done, and when it's got to be done by. As well as making sure we hit the deadline, this is (hopefully) also showing good use of time management. 

I also went to 'Cool Shit Wednesdays' this week and oh my god it was brilliant. It definitely broke up my day of moping around in the labs crying over colour layers to say the least. One of our tutors, Emma, was presenting this week and it was all about the work she'd produced within the gaming industry. It was really awesome to see just how much game dev has changed over the last couple of decades...makes me feel thankful that I use 3DS Max. After this is was straight back into the labs for our group to carry on modelling!

I managed to finish all of the models by Thursday night so Friday was spent unwrapping. The best part of a project. 

ALL the tables! Georgia modelled the table on the left, I modelled the one on the right.

As I'm modelling the tables by the staircase, the lamps on said tables and the board game, I've unwrapped all of these separately and they're all going onto individual texture maps. Normally I'd be forced to attach everything as one object and have everything on one map hover we don't have a texture budget...muahaha. I've also just remembered I've got to make some light maps too *cries*. I also had a bash at sculpting wood grain in Zbrush and it looked pretty good, until I tried to bake it onto my low poly and my normals came out all red, yellow and horrible so I'm going to have to try and fix this cause I don't particularly want to use Crazy Bump for 'em. 

Just realised this post is really out of order...apologies for that. On Friday we had a session with Jack in which we had to start building a 1:20 scale model using kappa board of our film scene. I still can't get my head around scale rulers. We managed to get all of the measurements down during this lesson, and we're meeting up again tonight (Sunday) to hopefully get it all finished by tomorrow so we can really focus on the 3D side of things. 
Week 2: Group Projects and Grillings...
10:04

Week 2: Group Projects and Grillings...

Sunday, 5 October 2014

So the asset swap project has finished! All imported into UE4 - yay - just one last extra asset to import and we're good to go. 

Our group is doing an axe as the extra asset and I've got the task of doing the roughness and normal maps which I'm super super happy with. I'm now 99.1% happy with the PBR method and roughness maps are my new fave <3 
I textured the hog before so it was nice to have something more badass to 'texture'. 

Anyway, here's a quick screenshot of our UE4 scene...


The normal maps seem craaaaaazy blue here though so that could just be the lighting but I feel we all did a great job. It was so much fun working with people I wouldn't normally and we had a good laugh along the way! 

Roll on the next year of group projects! 
Even MOREEEEE Assets
15:51

Even MOREEEEE Assets

Saturday, 4 October 2014

So it's my first week back here at DMU and I'm just as stressed now as I was before final hand-in. What's that all about!? 
To cut a long story short we've been set two new group projects which are pretty damn awesome, but on top of that, a whole new method of texturing. Fab. 
So instead of using the lovely old diffuse/spec/normal maps, we're now using PBR which is abshskanahauauahajakahHARDkahshakajaha. After about 4 hours of telling myself it was all going to be okay, I decided to actually do a shed load of research into it and I do feel much better about the whole concept of it. I've put some of this theory into practice during the group asset project for this week, however I haven't quite a managed to wrap my head around roughness maps yet so I'll need to do more in depth research before the next project.

So putting the dreaded though of texturing behind...two new group project! Yay! 
The first one was set on the 29th (the day we started back) and is due in for the following Monday. It's an asset swap project so one person will be doing the concepts for a barrel whilst someone else will be modeling it etc etc. I've actually really enjoyed this project so far as it's the first 'real' group project we've done. It's all being imported into UE4 so I'm pretty excited about seeing everyone's assets come together.

But it all gets better from here...for visual design/game production we've been set the task of recreating a scene from a film using 3DS Max. Exciting, right? 
Again, this is a group project so you can imagine how difficult it is to decide on one film let alone a scene from it...I think our group has managed to narrow it down to 2/3 after today's seminar. Progressssssss. 
The idea of this was to find a scene with really interesting lighting, no dull greens or browns... 
So after a week of decisions, we finally decided on Moonrise Kingdom. After this decision, we then all went away and started doing some paint overs - among other things - ready to start modelling during game production. I'll include a couple of examples so you can see what I've been up to so far.
Character removal/light source/pallette


I tried whiteboxing a simplified version of the scene we've chosen, just including the basic objects that define the room etc. I also painted over this scene to include the assets I didn't model, as well as taking renders from different angles. 
I'd say the most challenging part of this so far, was attempting to paint over the characters to see if the scene was still interesting. I never want to see another floral carpet again in my life.

On another note, after a whole summer of 3DS Max, it's nice to be back in the life drawing studio...


Week 1: It's not all doom and gloom...is it?
08:07

Week 1: It's not all doom and gloom...is it?