Monday 11 May 2015

Off The Map-(Part 13)

Week 33 

Off The Map- Evaluation 

This week post will be the final one about Off the map project and I will evaluate my work and summarise the process and outcomes, I will also talk about what I have learn during this project and how I have improved overall as an artist.

Off the map project was a competition sponsored by the British Library and GameCity it is based of Lewis Carroll’s Alice in Wonderland and the point of this was to create a playable level based on the themes that were given (Oxford, The Underground and The Gardens). The project started in February and the deadline for my submission was the 8th of April however the final deadline for the competition is the 22nd of July.


What worked well ?

I have approached the project on the same level as the other groups, I have tried to maintain the same work load to possibly learn other stuff that yet I haven't had the chance to explore and this project was the best opportunity so far to not only  improve as an artist but also my UE4 skills are much better and I feel more confident using this software.

I also think that the second idea for my project worked really well I felt more organised and more clear as to what I need to produce. I also found the modelling process really enjoyable and I really liked the fact that I can be free with what I can produce and how far I can develop this scene.


As to more technical side I think the wind in the foliage worked really well, it really gave more life to this static scene as well as the lighting, improved and made the wonderland look magical.


What didn't work well ?

On the other hand there was a lot of misunderstanding during the process and I found that I lost a lot of time finding out what I needed to do mainly because I didn't have a clear brief to relate to, I don't know what it was expected of me at the end. So when I approached the project for the first time I have combined a very ambitious idea but unfortunately it was unapproachable in the time given.

Also some assets from my previous idea for my project couldn't be reused like the fountain and other objects that I made just because they did not fit in that world, which was very inefficient and time consuming to produce a new bunch.



Any changes ?


During the process of making I decided to make couple of changes. The first one was that I didn't follow the concepts I have designed for the environment due to the change of my project.

I have also changed the grass because the first one didn't work well with the environment and the wind effect that was then applied didn't look too effective so I decided to model simple planes and alpha the grass.


What would I do differently ?

If I was aware of what I needed to produce I would have came up with a better environment that was small but worked well with the theme. I would also spend more time on re-designing the rabbit house so that the idea was more unique. I would produce better assets that fit the theme and make the scene look more like a wonderland from the book.

Overall I am very happy with what I have produced and this project was the only opportunity that I had throughout this year to fully explore and be introduced to working in Unreal Engine 4. I also think there is a lot of things that needs to be improved about the scene however I think that this was a good learning curve for me, and I enjoyed the time creating this level.












Tuesday 5 May 2015

Off The Map- (Part 12)

Week 32

Off The Map

This week task was to populate the area with assets and do final touches to the scene. I imported all the assets, I had to make sure everything is named correctly and it's all assigned to the right folders.

To distribute the grass randomly onto the environment I have used the UE4 foliage tool. The tool was very helpful, it saved me a lot of time, where this time was then used to work and further to improve the lighting in my scene.


The most significant part was making sure that the scene looks vibrant and spectacular and the only thing that was missing was the atmosphere. I have changed the sky colour to purple and orange to give more magical (sunset) feel to the environment I have also added some point lights and spot lights to lit the important areas in the scene like the rabbit house and the way towards it, so that area it's not too dark. I have also made the mushrooms texture emissive so it can cast some light to those dark areas, I tried to avoid any black shadows in my scene so I used spot lights under the mushrooms to lit the spot with different colour that the mushroom would cast. I have also used directional light which really changed the look of my environment, I was able to achieve this incredible light that shines through the trees when you look up which really gave a nice character to the level.  
Also to give a bit of depth to the forest I have used post process volume which is one of the options that can be found in UE4 as well as I have allocated blocking volume so that the player cannot escape the scene blocking off edges of the forest.

Monday 27 April 2015

Off the map- (Part 11)

Week 31

Off The Map

This week’s priority was to unwrapping all the assets also making sure that everything is textured on time and the scene looks up to a good standard.
Before I started unwrapping I had to ensure that all the assets are ready to be imported into the scene, so I had few assets still to model and most of them were assets that would be re-used to populate the scene such as trees, walls and foliage.

In the previous weeks I have modelled grass that was then allocated in the scene, however after it was placed the final appearance wasn't very impressive and the grass looked chunky and too big, I tried to make some changes however I couldn't get it to look the way I wanted so I decided to use planes instead of modelling the grass one by one which resulted in a better appearance and increased efficiency.  
My last task was to organise the texture sheets, I decided to use four 1024, three 2048, one 512 and two 256. The most visible object to the player I have allocated in 2048 textures but also I have make sure that I use the texture fully and I placed other assets to make use of the space.

Thursday 23 April 2015

Unwrapping and Texturing

Week 30 

Unwrapping and Texturing

This is the last stage to fully completing this project. I must say that texturing isn't my strength however I do enjoy unwrapping but I still need more experience to do it efficiently and correctly.

In my first attempt I just used base colours in the albedo map with out any material definition and this was one of the major improvements I had to make. This time I tried to use material textures of different fabrics to have some definition I have also tried to alpha so stuff however some of then didn't work as I have planned and one of them are the fluffy pom poms. I think they look to flat and I cannot see the fur definition which was very disappointing, however I have tried to improve this by working with the normal map and re-create the fur at bit more. 


1024x1024
512x512
Overall I think the textures don't look too bad however I am not fully satisfied with how it came out I think they need more work to them then just giving some fabric, I think they need re-designing which means going back to the concepts and re drawing some and adding more details in terms of cloths  



Wednesday 22 April 2015

Rigging

Week 30 

Rigging


This week I took another break from the Alice in Wonderland project and I have concentrated on the character

This week I have attempted rigging my character. This was not necessary, however I thought this will be a good way to gain more marks as this was a stretch goal and learn something I only did once in my first year. In the beginning I have struggles a lot with attaching weights and overall rigging the character however after two attempts that accidentally have been deleted I finally got around it and it only took me three hours to get it fully working where normally I would spend like the entire two days to work it out. I was happily surprised as to how fast I have picked up this new skill and at the end I have really enjoyed this

Friday 17 April 2015

Off The Map- (Part 10 )

Week 29

Off The Map- (Part 10)

This week is another small update as to how far I got with my Alice in wonderland scene.
This week I have attempted  to make my scene more busy so I have modeled more small assets that I can re-use. 
Screenshots of my scene 
I have also implemented effects such as wind, I thought this would give a nice finish to the environment. However I have noticed that the effect is not as impressive and effective as if I had planes with alphas as my grass. But I have decided to keep this in my scene as I will also have tree's that will have planes on them and I think this will look much better giving the scene this extra touch.

As well as I have managed to make the gate open as the player walks towards it, this was another technical difficulty that I have attempted. In the beginning I thought that the best way to do this will be by creating a blueprint however I was told that there is a easier and quicker way to have this fully working and this can be done in the matinee editor.

Wednesday 15 April 2015

Topology

Week 28 

Topology


This week was a really busy week for me, a load of work and lots of improvements to make. I took a slight break from off the map project and I’m back to making improvements in my previous project the dichotomy character. After a review from my tutors about my whole year worth of work I was advised to improve certain parts and re-submit my work. 
Before and After
The first problem was the topology on the face, it wasn't correct and it didn't have a nice flow through out the model. I have spent a tremendous time on correcting the topology using the previous model. However it was just impossible to change it as I would have to completely change the whole face and this would have taken more time than re-doing the entire face from the scratch. Now looking back the the previous model I can see how I have improved this time and the model looks more neat and efficient in terms of budget.
Example of a correct face topology,  I have based my model of this example   


The second problem was that some of the parts of the body such as ears were not attached to the face as they have been created separately. Also it was pointed out to me that they were too detailed for such as small part of the model and I was told to spread the tris equally depending on how visible is this certain element to a player. So when I was finished modelling the face I have extruded and modeled the ears from the head so that the character looks more natural.