Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

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

Tuesday, 26 November 2013

I've been pondering over just what to write for my personal enquiry for the past week or so, and I guess it's probably a good time to get it all down in writing. I don't want to bore you with another history post - which you may or may not find interesting - so I'm going to write about a topic that I find absolutely fascinating, in the hopes that you will too!

As I mentioned in the final instalment of the history posts, I spent the majority of my childhood dabbling around in a variety of different games. Mainly involving purple dragons, but hey, I was having fun. Hours on end were spent playing Gateway to Glimmer, and as soon as Year of the Dragon was released, I was ecstatic to see how different the game would look and more importantly, how the lovely little dragon looked. I was five, give me a break! But let's not go off track, I need to talk about the technical side of things too.

Soooo...the technical stuffs. The evolution of graphics is something that I've always found really interesting and just seeing how games can change over a few years is absolutely incredible. *Rewind to 1970* The industry was taking off, and more home systems were becoming available. Many of the first games were text-based and were extremely popular until the 1990s - this was because they were easier to make than other games and required less processing power. This was also the introduction of text based games, no images, just text. This always reminds me of the console command menu in the Sims 2, where you'd type in motherlode and get 50,000 simoleons. Awww yisssss. You'd have the world described to you, and use certain commands to control what you were doing etc. Two of the most popular text-based games are 'Colossal Cave Adventure' and 'Zork'.
Colossal Cave Adventure is actually pretty awesome as it's based around a real cave situated in Kentucky! Cool stuff right there guys! [1]
In this era we also had MUD - multi-user dungeons - which were again, entirely text based, and the 'roguelike' sub-genre. [2]


Example of a MUD
I stumbled across this site when researching, quite useful if you fancy having a go at some original text-based games!

So fast forwarding a couple more years, we move onto slightly more advanced graphics, 2D! Firstly we've got the birds-eye view - I shan't bother explaining this as it's pretty self explanatory, I hope..? - instead of the first/third person angle we're used to in games today, the camera is positioned above the character, showing the world around them. This angle was used in popular games such as Pokémon, The Legend of Zelda and Grand Theft Auto.


The Legend of Zelda B-EV [3]

Swiftly moving onto side-scrolling games. I can remember playing these as a child and oh how fun they were! I own Lemmings for my PSP which remains to be one of my favourite games of this genre. These particular games use the scrolling function of a PC, and help to increase the depth. One thing that bugs me a little bit about some of these games is that once you move to the right hand side of the screen and the camera follows you, you can no longer revisit a previous area. Welp. 

Here's some cute little Lemmings for you to marvel over.




Now I guess we can move onto more familiar territory with the 3D side of things. First up we've got fixed 3D - this involved a real-time rendered character but against a static background. This was useful 'cause it meant you could have a lot of detail on a fairly simple object. Quite annoying really, seeing as though you can't explore the area as your view is fixed. [4]
This is when first-person perspective really started to hit it off. Like real life, you're playing as the character - obviously - but unlike third-person, you're unable to see the character in front of you. Often only hands/weapons are seen in this view.


First-person screen cap from the Elder Scrolls Online [5]

So part two is over! I hope I haven't bored you too much with another timeline and more purple dragons.


References:
[1] - http://rickadams.org/adventure/b_cave.html - 'Colossal Cavern, Kentucky'
[2] - http://uk.ign.com/articles/2013/12/26/a-history-of-roguelikes-in-6-free-games - 'Roguelike games'
[3] - http://www.zeldadungeon.net/wp-content/uploads/2013/04/220px-Legend_of_Zelda_NES.png - 'Zelda NES'
[4] - http://en.wikipedia.org/wiki/Video_game_graphics#cite_note-2 - 'Fixed 3D'
[5] - http://camelotpost.com/2013/06/25/elder-scrolls-online-first-person-third-person-balance-an-impossible-task/ - 'First person'

Personal Enquiry: Part Two
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Personal Enquiry: Part Two