Sunday, 25 January 2015

This week was pretty much the same as last week. More fixing up of particles and crying over Cascade yet again. This post will also be super short as we're super busy...

However, I did make a start on the modelling this week. As mentioned in previous posts, we've got bioluminescent plants in the lower sections of the level, and it's my job to model them. I modelled about 17 (ish) and then made a variety of different clumps of them so it'd be easier to arrange them in engine. Texturing these was the best part though as I've recently purchased NDO and this was the first time using it. Ahhhhh, it's so awesome!
Since first year I seem to have lost the ability to check for nGons before exporting so Amber has been hitting me every now and then. 


In addition to these mushrooms, I also modelled some vines, leaves and various other plants to populate the level and make it look super pretty.
I also forgot to check for nGons on these too. I'm an idiot. Amber hates me.

Its gotten to the point where we're all panicking about the looming deadline now. We've got one week to go and still quite a lot to do. Yeah, we've definitely been ambitious with what we wanted to do, but I'm sure we can pull it off. Hopefully.
Week 17: nGons are SO not cool.
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Week 17: nGons are SO not cool.

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
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Week 16: Particools

Sunday, 11 January 2015

So today was the first day back after a few weeks off which can only mean one thing...yep, you guessed it - new project!

This time we've been set another group project which involves making an environment out of shipping containers. At first, I wasn't totally sure I liked the idea...but then we got given two theme choices. Dystopian or sci-fi. Life. Made. Sounds awesome, right? The whole project is solely based on creating a playable, interactive level with atmospheric lighting.

Although we've only been working on it for a few hours, we've already managed to settle on a final(ish) idea and James got a blockout set up in UE4 whilst the rest of us were creating time plans and mood boards. Ahhhh I love this project so much already!


Our initial idea was to create a modular space station that has crashed on an alien planet. Similar to the film Pandorum, the level starts off with the player exiting a Cryo-tube, not knowing the ship has crashed. Our optimism was dwindling by the second day though, and we all felt a bit like this...


However, after speaking to Mike, he liked the overall idea, and suggested some fab ways of making it more unique! Cue bio-luminescent plants and rotated corridors...


The first iteration was created by James using BSP brushes in UE4, however, a number of issues were encountered later on down the line which meant the whole thing had to be rebuilt. This was actually super useful though as it meant we could redesign areas of the level to make them more suitable for the length of the project.

By the end of this week, we'd managed to produce a 'final' iteration after being told our level was too big. Ooops.
Week 15: THE INTERSTELLAR FEELS - Round 2
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Week 15: THE INTERSTELLAR FEELS - Round 2

Monday, 22 December 2014

So it's super weird not having any deadlines to work to or anything and I'm not sure I like it. Sure, it's only been a couple of months since summer, but it already feels...alien? Argh.

I'm staying at uni until tomorrow so I've managed to get a hell of a lot of drawing and painting done without being pestered. I had a dream last night about a desert and I've also been playing Uncharted 3 again so..............I painted some deserts. Aww yiss.


I've been trying to work quicker over the past few weeks, so I allowed myself an hour and a half for each piece, which seemed reasonable. At the time. They probably took closer to two hours because of the damn sand. The ripples in sand are horrendous to paint. Nope.


Week 12, 13 & 14: What's for 'desert'? Ha.
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Week 12, 13 & 14: What's for 'desert'? Ha.

Sunday, 21 December 2014

For this project, I was required to design two characters that were total opposites of one another. I got to choose what my tri and texture budgets were – providing they were sensible. The only other major requirement was that the characters had to look as if they were from the same world.

Now, normally Pinterest provides me with a huge amount of inspiration however, for some reason, I really struggled to gain any whatsoever. I’m not sure if it was the thought of having to design two characters that spun me off course or the fact I had to have the majority of my concepts and the final idea done within 3 days. I initially thought about doing a kind of cowgirl/something duo but after going home one weekend and finding an old history book, I decided to delve further into researching women during the Second World War. This led me to the idea of a WAC Colonel and a young evacuee. After doing a massive moodboard full of random ideas, the finalisation of my idea meant I could produce a more specific one.


On the first Thursday of the project, I had to present my work so far to the critical studies team in order to receive feedback and inform them of how I’m getting on so far. This went better than I thought it would and I received some really helpful feedback - which did mean I had to change my idea slightly, but definitely for the better. Mike said that he wasn’t too sure what the relationship between the two characters was and that it was something I really needed to push in order to successfully convey my idea. It was also suggested that I look at WW2 propaganda posters and how they’ve inspired films such as The Incredibles.

After speaking to Jack about my idea, he suggested I read a book called ‘Put Out More Flags’ by Evelyn Waugh as he felt it’d aid me in my research. This actually really helped me with developing the relationship between my two characters more. Books are awesome.


I've spoken about modelling in previous posts, so onto the unwrapping...or more commonly known as the part where I broke down and did the most stupid thing ever. I was trying to work out where would be the best places to put seams on the face and for some reason, my brain thought “smack one down and across the middle of the forehead!” I definitely wasn’t thinking of the consequences at the time to say the least. I normally make my normals first to get some similar details in the albedo, but this time around, I did the albedo first so I didn’t notice the horrific seams right until the last minute. I applied them in 3DS Max, and this happened.



So not cool. Luckily, it only shows up in the viewport and it’s totally invisible in UE4 and Marmoset so I’m trying not to kick myself too much over it.

Now, the brief says that we only have to model one of the characters, but for a stretch goal we’re allowed to make the second character, or rig the one we’ve already modelled. I knew from the start that I probably wasn’t going to have enough time to model both, who needs optimism? So I planned my time accordingly and left a day towards the end for rigging purposes.

Luckily, I’d had some practice throughout the summer project which did really help me out but the hands are another story altogether. Instead of rigging every single joint etc, I decided I was just going to rig her into a pose. So, going about the usual business, I started moving the biped around into suitable positions and everything was actually going really well! Right up until the hands. I knew the success wouldn’t last.


Fingers are 100% the most VILE things to rig. Luckily, Steve came to the rescue and advised me on where to place more edge loops to prevent seriously shoddy deformation! It was like being back in first year again drawing loops all over my hands.

As you can see, the briefcase also wasn't too happy. 
Overall, this project has been an absolute blast/nightmare for me! On one hand, I enjoyed trying out a new style and working in a different way but on the other, I'm definitely not planning on making a stylised character any time soon. I decided to create my character in this style as I thought it would be easier to manage with the set timescale, however looking back, it would've been 1000 times easier to stick to what I know and produce a realistic character. I can happily say I left the dreaded comfort zone over the past few weeks, but I feel if I'd have stayed there I probably could've produced something I was much happier with.
If I were to change anything, I'd definitely spend more time focusing on making my idea stronger and possibly allowing myself enough time to create the same character in a different style. I feel that's what's bugging me the most, not how strong the idea is, but the actual style itself. Ugh.

I'm staying in Leicester until the 23rd so I'm planning on doing a couple of paintovers and improvements on the textures and rigging to make me feel slightly happier about the whole thing!


Week 11: A Dichotomous Post Mortem
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Week 11: A Dichotomous Post Mortem