Showing posts with label engine. Show all posts
Showing posts with label engine. Show all posts

Thursday, 14 May 2015

It's safe to say that this post will probably be extremely long. Brace yourselves. The rant is coming.

I'm not actually sure where to start. I absolutely hated this project. I've found that over 3 months of doing exactly the same thing isn't for me - which I guess means I'll definitely be better off in a smaller studio! We had a strong idea that wasn't executed well, which made me miserable. In essence, the last term was spent being super miserable. But, that's life I guess. You'll get stuff thrown at you that you don't really want to do, but you've gotta man up and get on with it anyway.



Throughout the course of this project, working within a team of 6, we were required to make a functioning game level based upon Alice’s Adventures in Wonderland. The three topics we could choose from were: Oxford, gardens or underground. As a group, we decided to go with the underground theme as this appealed to all of us and seemed like some interesting work could be produced from it. 
A week or so before the project started, we all had to fill in a sheet and specify the roles we felt most comfortable in. This was to ensure there was an even split of people within teams. However, in our group, we ended up with 3 character artists and 3 environment artists but we worked around it and all chipped in on other areas - such an engine work. 
As we had 3 character artists within the group, we had to decide quite early on who was going to be modelling who. I was given the White Rabbit to model which I was both excited and nervous about as I’ve not modelled anything non-humanoid before.
However, as I managed to get him finished much sooner than what I'd initially planned, I took on a few extra assets and roles in order to lighten the load on my other team members. We needed a lot of assets to populate the level as it's so large, so I made a variety of picture frames, candles, lanterns, pocket watches etc. I was also in charge of modelling the skirting board, wooden panelling on the walls and the coving.



In addition to the character and extra assets, I also contributed to other areas of the project, for example:
  • Concepts: Moodboards for the characters, style guide, book, warped assets & rabbit clothing. Concepts for the rabbit, final door and a storyboard.
  • 3D Models: White Rabbit (Modelling, unwrapping, texturing, rigging, skinning and animation in Max & UE4.) 4 picture frame variations, candles, lantern, pocket watch, skirting board, wooden panelling (thick & thin variants), wrought iron door and the chest.
  • Sculpts: 3 beam variations, candles, 3 frame variations.
  • Unwraps: Steps, columns, lobby decor, stair supports, railings, ceiling supports, raised platforms, beams, chest and both sets of moveable stairs.
  • Light Maps: Chest, 6 bookcase variations, camera, ceiling light, chandelier, desk, fireplace, cutlery, key, pen, plates, rose, wall light, furniture, desk lamp, rose vase, book, chest, final door and both sets of moveable stairs.
  • Textures: Clean tile set, dirty tile set (for vertex painting in engine), 4 light masks, flip book texture for the candle flame, rabbits fur, rabbits body, pocket watch and normals for all of the frames.
  • UE4 Materials: Rabbits body, rabbits fur, rabbits clothing, gold, glass, pocket watch, candle flame, subsurface for candle, frames, beams, desk, frosted glass, Alice's clothing, Alice's hair (subsurface), Alice's skin (subsurface) and the chest.
I also helped out with the population and lighting within the study area of the level and the population of puzzle area 3. The general level itself was populated by everyone in the group. 

Mystical floating candles..woops
I felt far too stressed out for the whole of this project, I'm not really sure why, but this was definitely the cause of my 'lack of enjoyment'. We just seemed to have one issue after another, which led to James and I staying up until 3am towards the end of the last week fixing things that should've been done weeks ago. For example, our playable character is Alice. Guess when she was put into engine. Yep, Thursday evening. A few working hours before the deadline. James had been asking for the assets for weeks, but it just didn't happen. However, I managed to get her working correctly with the default UE4 animations and replaced the blue dude in the third person blueprint. It was actually quite fun retargeting bones.



Whilst working on this project, we often had people telling us that it was looking really cool - but it was such a huge level. We found out that one of the judges is big on architectural accuracy and luckily for us, we had Jack helping us. He helped James out a lot with the overall structure of the lobby - especially the stairs and surrounding supports. The lobby is definitely the best looking area in the game, it still needs a lot of work, but we're developing an action plan of what needs to be done over the next 6 weeks to make it look fabulous. As well as receiving feedback from Jack, we also had weekly meetings with Steve and Chris to ensure we were on track.



Overall, I'd say our communication (or lack of it) let us down. Communication is such a vital thing in a project as big as this, and although we had a lot of it, it obviously wasn't enough. A lot of the time, it was unclear what people were working on throughout the day and the asset list I created on Google Drive wasn't being updated by certain members so we were unsure what stage people were at. This was a pain when people weren't in labs, or working on different floors etc. We worked around this though, and tried to play it to our advantages. Regular team meetings were - and still are - essential.


After receiving feedback around two weeks or so before the deadline, we realised that we really needed to cut down our level. What we had was underpopulated and it was suggested to us by our lecturers that we cut out the less important areas, and focus on making the remaining ones look really polished. This was something we'd been discussing for a while, but it always helps to get definitive feedback from others. After receiving this feedback, we decided to cut the following areas:

  • Initial study area - being cut down into just the desk.
  • Room in which you fall into from the rabbit hole.
  • Corridor following said room.
  • Puzzle area one is being cut down into one room instead of two. 
Looking back, I'm glad we had to cut these areas. At its current state, our level isn't completely polished. I dread to think what it'd look like if we hadn't cut it down...


If we were to start this project again, I'd definitely make a strict time plan and make sure we had a definite team leader in place. Our main issues seemed to be time management and communication which ultimately led to our project being a little more unfinished than what we wanted. I feel that if we followed our time plan more closely, and had daily team meetings, we could've reached all of the goals we set out to do. The three-ish random team meetings we seemed to have each week didn't seem to suffice.



Overall, I feel this project could have gone slightly better. We were way too ambitious with what we wanted to achieve and didn’t organise our time as well as we should have. I’m happy with the final outcome, but there’s so much more that could’ve been done. In a way, I feel disappointed. We all worked well as a team, but there was no real team leader to ensure that things were being done by certain dates – we were all relying on each other to have stuff done by agreed dates, which often worked but most of the time, it wasn’t as successful.


I’m happy with how I managed my own time though. I managed to get the rabbit finished (textured, rigged & animated) before the Easter holidays. I allowed myself time to improve on the rig and refine the animations after he’d been tested out in engine which meant I wasn’t panicking about not having him in the final level a few days before the hand-in. This also meant I had extra time to help people out with their work. For example, I spent the majority of the last two weeks doing the light maps and collisions as they hadn’t been done along the way.
I also spent the last part of the week fixing up silly mistakes. Files had been named wrong which led to confusion when importing, the scale of certain objects were all over the shop and pivots were in the totally wrong place. These were easy fixes though, and I'd rather they were fixed than left to cause more issues.
Ideally, I would’ve liked to have spent the last week polishing up my own assets and maybe making a few more to help populate the level but fixing up the assets we already have is obviously much more important.


However looking back, I’d say this is definitely the one project I’ve learnt the most on. Not only artistically and technically, but I’ve also learnt more about myself too. I’ve achieved what I wanted to and even did a bit on the side too, but even though I produced a main character for the level, I don’t feel as if I’ve done a horrific amount. The majority of my time has been spent fixing things for other people, which sadly, has meant some of my own work is slightly lacking. I've still learnt from these fixes though, which I'm extremely grateful for. It's nice knowing you've helped someone in your team out too. Yay.

In order to reach the deadline set for Off The Map, we'll need to put the stricter time plan into action. I went into the labs on Tuesday to figure out what extra assets need modelling and when it all needs to be done by. We've worked out that including this week, we've got 6 left. Which may sound like a lot of time, but if you include the fact that the labs are closed for the final week, it's not long at all. Welp. I've made myself a personal time plan so I can get all of these assets modelled within a week so I can get onto sculpting pretty things and Tom has also been super awesome and made one for the group. It's a week by week one and gives us a nice idea of what level we need to be at each day.

  • Week 1 - Planning/organisation, bug fixes with models/textures and concepts/paintovers.
  • Week 2 - Modelling of assets and concepts/paintovers.
  • Week 3 - Sculpting/Texturing/Baking and fun engine things.
  • Week 4 - Review of population and 'is it playable?'
  • Week 5 - Finalising/polishing and OTM required documentation.
  • Week 6 - Final polishing pass and packaging of the level.
The majority of the team has been in the labs this week anyway, and we've managed to get our level looking more finished! Well, here's to the end of second year. It's been a good one.



Off The Map: Post Mortem
09:54

Off The Map: Post Mortem

Friday, 24 April 2015

I'm now 99.1% done with this project. Up until now, I've been enjoying myself and the work I've been producing. However this week was just horrific. I feel as if I'm doing more things and not moving forwards at all, it's so frustrating. It doesn't help that the deadline is two weeks away and we're nowhere near finished.

We've been speculating over the last few weeks that our level should probably be cut down, however, this is now seeming like something necessary. We're unsure of what areas need cutting as of yet, as they all seem pretty vital.

My group had a presentation with some lecturers one Tuesday, and we came out rather happy with the result! They liked our level, and gave us some suggestions on what areas need to be cut. So, drum roll please...the study, the area you fall into from the rabbit hole and the first corridor are being cut! One of the puzzle areas containing two rooms is also being cut down into one. Phew. This means less work to produce, but more time to polish! Which is exactly what we need to be doing at this stage.


So, the room above is the first puzzle area - containing the anamorphic puzzle - the door on the right hand side now leads to nowhere! This is the first room that was to be cut down. Initially, you'd have to answer a riddle in order to unlock the door which would lead to an anamorphic puzzle. However now, its all been merged into one room.

One of my team members. James, has been playing around with something in engine called diffuse boost. It essentially lightens the value  of the materials before baking the lighting which means softer lighting! Although, in the last project (container city) we had this awful yellowy/purple haze going on. Which seems to have appeared again, it must be something to do with the bloom. Either way, it's going to need fixing before the hand in.


We've also encountered a few issues too. I reimported the White Rabbit early on in the week and it completely broke. Firstly, there was no animation attached to it, even though it was showing up in the editor. Secondly, the pivot was way off, even though it was centred in max and finally, when you played the level, the rabbit would flicker on and off. However, I managed to fix all of these in a short space of time after having a little cry. The flickering was due to a lighting problem in the map - I figured this out by testing it within another engine file. He works again now, and I'm a happy egg again.


Also, the essay and character resubmissions are finally done! It's almost as if a huge weight has been lifted off my shoulders. Although, it does seem a bit odd knowing that tomorrow is the *sort-of* last day at term, but we're still working on Off The Map. I'm looking forward to be able to focusing on a single project for the next 2 weeks though. Hardcore propulation!

Week 30: IT'S DONE, IT'S ALL OVER.
03:42

Week 30: IT'S DONE, IT'S ALL OVER.

Sunday, 18 January 2015

So I don't really have too much to say for this week as I've been busy screaming at Cascade and worrying about internships.

However, I did manage to make some pretty cool stuff! In my group, I've been assigned lighting, particle effects and the organic assets. SUPER FUN.

Onto the particles. Or 'particools' as we've all been calling them as they make everything look awesome! We'd decided we wanted fog/mist, sparks, dripping water and some form of dust and/or spores.
I managed to get the sparks and the floor fog working perfectly, however I had a few issues with the spores and they required a lot of changing. Arghhhh.


For a start, they looked like snow. Not really the look we were going for but hey ho. This was a quick fix though and after some feedback, it finally started to look more spore like.


The presentation actually went pretty well too. For once. Mike wasn't sure on the idea as he felt it needed to be more container like so as soon as it was all over, we all rushed into the labs to devise a new 'plan of action'. We decided to change the colour scheme ever so slightly and have assets within the level itself made out of containers. For example, in the habitation area, we've chosen to have container lockers, container chairs....you get the idea.


Week 16: Particools
08:09

Week 16: Particools

Saturday, 15 November 2014

So I'm currently in the final week of the sentry gun project, and I'm not too worried. Which is worrying. The majority of Monday and Tuesday were spent texturing and making sure everything works properly and looks pretty in engine. Due to wanting the pitch to be fairly smooth, I put the majority of the detail - such as scratches - on the roughness map which achieved the desired effect so there was no need to create a normal map. Remember the last time I was using alphas in UE4? Yep. I've had the same issue and the parts I wanted semi-transparent have just completely vanished. This hasn't bothered me too much as I was planning on creating a glass material in UE4 anyway but it seems to be a recurring issue so I'd quite like to find out what the cause is. It's probably me being a total idiot, as per. I HAVE PINK GLASS BUBBLES NOW. Soooooo much cooler than an alpha.

Ooooooo pink bubbles
The rest of the week was spent fiddling about with UE4 and trying out different methods of animating the emissive maps! After asking around my group, I had some help from Mark and he showed me a really simple way of animating that was easy to control.



Just as I was about to take some pretty renders. I noticed this. Argh. See, I said I was an idiot! Back to Max we go.

Smoothing groups blergh.
On Tuesday we all got set the surprise task of making a poster to advertise our guns. Again, I fell into the Pinterest pit and probably sat staring at retro and American Propaganda posters for a good 3 hours. If I'm doing it for university work it's not procrastination, right? After making another huge and colourful moodboard, I started the concepts. I'm not going to bore you with the whole process again, so I'll just post the pre-finals.


So as well as reaching the stretch goal I'd set myself, I also did a little bit of extra work in the labs on Saturday. I decided to add a sound to my gun to make it 'fit' the style more! This was also much simpler than what I thought it was going to be, even though blueprints were involved. Ehhhhh. I actually managed to get the whole project finished then too so here's a couple of final renders!



I've also been set a super awesome new project that I'm absolutely ecstatic about and I just want to start it now! I've got to design two dichotomy characters that can be in any style and the best part is...I get to set my own tri count! I'm slightly scared by this as I've always had a strict limit to work to before and I'm worried I might fall into the trap of "oh I've gone over by 150...never mind I'll just change the budget...". I plan to have my sentry gun finished and have all of the final renders done by Saturday so I can get stuck into the character project as soon as I get up on Sunday. I'm literally having to force myself not to start pinning cool stuff already...
Week 7: Posters & Even More Poker Chips!
10:30

Week 7: Posters & Even More Poker Chips!

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'?