Monday, 28 April 2014

Final Cinematic

Final scene pictures

This is the final version of my scene. I added palm trees around the scene and broke up the clutter with the trees. I added barrels around to make it look like it was not very well looked after and I also added cardboard boxes around the scene such as in the bushes and in front of the house. I also textured the surfboards because they were not textured in alpha and added in the new sunbeds for on the beach. Here are a few screen shots of the scene from various angles.




After Alpha

After alpha I realised how far behind I really was with the work. I said in the previous post about how I cut down on certain objects to help me build my scene faster. I left them out and updated my plan to show this. I stopped using my plan which was the main cause of why I was falling behind because I didn't have a weekly jog of where I needed to be in my current creation of my scene. This is the updated version of my plan with the part in red being the ones that I had to cut out.


I chose to cut out the chairs and table and the bike. The small Jeep and I changed various other objects to different things that I could create fast to clutter my scene.

Alpha Pictures.

This is what my level looked like in the Alpha stage of the design. The sky box has changed and vanished so it is different in these shots. I have textured the shacks and the fences and tried to block off the back parts of the level with rocks and with a road that goes up into the mountain. However I don't think it fits the theme or look of the level so I am going to change it later on. I was very behind at this point of the alpha because of my other module. This is when I decided that I needed to cut some of the models from my work. So I decided to cut the jeep/car the table and chairs and the bike from my scene.


This is the shack textured and in the level next to the smaller shack. I like how it turned out but it is still missing the normal maps from the roof part. I will be adding them onto it soon after the alpha


This is the small shack with the geometry for the surf boards outside of it.  I need to texture the new boards in order to get them to look and fit in the scene, and it is what I am going to be doing next.


I took this shot to compare this scene to the blockout version of the scene. As you can see I started to block off the left and right sides of the scene with various things like rocks and mountain and roads. I added a mountain to the back of the level to attempt to block it off and i extended the fences round the side of the house to create some sort of road.


I took this shot as well to compare to what the sea looked like in the blockout version of the level. I have the water shore line effect working on the sea and I am pleased with the results from it overall.

Alpha Water

For my alpha I wanted to change the water in my level. I did this by following this tutorial. it was extremely helpful and I am very grateful to the person who created it because it helped me a lot.


It used an existing material in the UDK editor and changed it to give it a shore like looking effect. I was very pleased with the results in the end.

This is the effect achieved by the shore in my level for the alpha stages. The line is red for now and it shows around anything that the sea touches. This is good because it is also working with the rocks and other things I have placed around the edge of the map


This is the material in its current state. The red constant3 is what gives the seas border the colour, so I am changing it for a texture for the edge of the sea.


I changed the constant vector to a texture sample to see what results this would give me when I applied it to the sea.


This is the effect the shore gives off with the texture sample in place of the constant 3 vector. Overall I am very pleased with the results and think it looks very good. Also the way the sea moves also makes this texture move up and down with it which gives a good effect that I am very pleased with. 

Level Blockout pictures

This is what my level looked like in the state of the blockout. All the geometry was very basic but it got across the point I wanted to make to make my level look the way it does. The water looked really bad but it was what I put in to get a quick representation of what I wanted and it was going to be replaced soon when i started to import my assets and play around with the dynamics of the sea.


This was the main shot of the blockout of the level that I think was most important. This was the main focus of the scene and I used the udk trees to block out the foliage of the level even though they were probably too dense for what I wanted.


This is a shot of the smaller shack that I am going to create by using some of the pieces from the bigger shack. As long as I get the main shack done this shouldn't take too long to complete.


This is quite a nice shot. This shows how much empty space I have around the back of the level that really does need blocking off. I need to think of something that I can place on either side of my level to block off the edge of the map. I was thinking of using more shacks or even rocks or roads to do this.


This is currently what the water looks in my level. it was created using some of the meshes in UDK just to add the style to the level. I thought I would include a shot of this now so I can compare it to the shots when I change the level.

Level Blockout

Level Blockout

I decided to create my blockout of my level in UDK I used the BSP to create the basic geometry of my concept arts layout and created the terrain using the terrain tools in UDK also. I used some of the Static meshes for tree that are already in the content browser to create the basic look and feel of the trees in my level they are all place holders and will not be used in my level when I come to creating the assets myself.

I need this completed for the Concept and planning presentation that is currently close. I have included my project plan from the previous post in my presentation and will show it during my presentation. I have a mood board which I created quickly to show the look and feel of my level when I show off my blockout version of my level. I've talked about the previous concept art that I looked at and why I like it and why I went with the decision I made about the final concept art that I chose. I have a video of my level in its current state that I had to record using my phone because UDK was crashing when I tried to render anything out with matinee.



plan layout

This is what the current viewpoint of my plan looks like. I will try to stick to this as much as possible when going along the project as it will aid me in keeping up to date and on track with all of my work.



I also have an asset list attached to my plan on the back but these are included on my block out and planning page so I don't feel the need to have to include that here again as it would just be repeating myself.

These are some tasks that I am currently doing and need to do in the near future

beginning of my blockout

completed blockout and planning presentation, show presentation.

Started creating assets

Created the shacks for use in my scene and started texture work

finish texturing shacks for scene and started creating fencing, woodtable, BBQ, chairs and table, surfboards and texture them



Blockout and planning

Blockout and planning

For the 3rd week we have to have a completed presentation to show of what concept art we had chosen and why. We also have to show a blockout of the level we had currently and have a plan to show what we are going to do week by week to try and keep on top of the work. We also have to have an asset list to go hand in hand with the weekly plan.

For my weekly plan I split various different assets up into groups and decided what I wanted to have created each week, I will try and texture them as I create them so that it makes it easier and stops me having to go back to complete work that I didn't complete. I will UV the models as I create them but will mainly focus to complete the set of assets I have in my plan for that week then work on the textures after I have finished all of the assets on the weekly list.


For the assets list I have used the above image to help and broken the picture down into what assets I will need to create. 

Main Shack (RED)
Small Shack (BLUE)
Surf boards (YELLOW)
Unique surf board (ORANGE)
Foliage (GREEN)
Fences (PURPLE)
Terrain 
Sky dome
Table and chairs
Bike
Toolbox
BBQ
Tyres
Workbench
Gas canister
Wood table
Plant pot
Volleyball net
Rocks
Garbage bin
Bin bag
Electric power lines
Sunbeds
Umbrellas
Sea
Vehicle (also for PPD2)

This is a list of most the assets I can think of that I will have to create for my scene. This may still increase from this point onwards depending on what I decide to fill the areas at the back of my scenes with, especially if I decide to fill the areas with another style of building different to the shack in the middle. For now though I plan on making the shack modular and creating different looking buildings with the modular pieces. 

I created my weekly plan here. It is colour coded and shows the weekly tasks of what I need to have created during the corresponding weeks. The red highlighted areas are important deadlines that are coming up. Such as the Blockout and planning presentation, the alpha presentation, the final deadline and the final presentation. 





Tuesday, 18 February 2014

Initial Concept Idea's and plan


For this project we are given the task of going out and finding a piece of concept art that we are interested in. We would have to make it using Maya and have it running inside of an engine such as UDK or Cryengine. I went away and looked at many different pieces of concept art which I could try and create. Here are some of the ones that interested me the most.


I Looked at many different fantasy scenes that I could create. I looked for them on various different websites such as www.conceptroot.com  http://www.deviantart.com http://fuckyeahconceptart.tumblr.com/  http://conceptartworld.com/ Here are some examples of the concept art that I have collected and I will decide on what one I am going to use in for my scene. 


This is quite an interesting piece of artwork that interests me it has quite a unique style to it that looks like an underwater environment. A lot of the pieces such as the trees have a stylistic look to them that make them look like jellyfish. I feel that the underwater look may be quite hard to create in udk specially when looking up to the surface of the water if stood on the floor of the environment and the lighting may be hard to re create also 


This is a piece of concept art for the worms games franchise. it is very stylised and looks nice but I don't think the scene itself is that interesting as a whole as it looks like it can lack a main vocal point. 


This is a piece of artwork that I found from deviantart. The main building itself will look good as a centre of my scene when created in the engine although I think that i might have problems creating the water wheel with flowing water working with it, although creating that will make the scene look alive and that is something I am looking for. 


These are some samples of concept art from Alice: Madness returns I like the chaotic feel in these pieces and it is something that I would like to create. Specially the final image at the bottom where I could have the tables, clocks and chairs all swinging around the ceiling in the room. The top one would look nice if I could make the tears spawn from the faces on the roof and then hit the floor and create a splashing effect. 


This scene was one of my favourites. I like the layout of the area in front of the mansion and the dark style looks nice. if I created this with the right lighting it would give a very good looking effect which will help to show off the scene. This would be a big scene to create though and may look bare across towards the back of the image where it looks like some sort of barren wasteland style area. 


I chose this as one of the ones I liked the most also because of the two images above it. where it incorporates the mad style that would be in the Alice scenes and the dark grungy feeling from the mansion scene. Also I think that it would be interesting to incorporate many different looking areas around one scene and use different colour lighting to attract attention to each piece would make this scene very interesting. Although the statue in the middle could require a lot of detail for it to look good in a 3D environment. 


This scene is from Deviantart. It reminded me a lot of the scene from wreck it Ralph where the people in the game are racing each other. This was my second choice for the scene that I was going to create. Although i thought that the scene would be really big and would require a lot of time to fill it out. The liquid would be interesting to recreate and was something I was interested in doing. The smoke effects also look cool to be able to recreate with them waving around in the distance. 


This is an abandoned shipyard scene that I thought looked quite interesting. I think the scene will look too noisy with all the details added when it is nearer complete and will require a lot of work with the panels that are scattered around on everything.


This is the final scene that I decided to use for my Advanced 3D. It is a concept from the Lilo and stitch movie. I am going to create it with the sea in front of the shack moving back and forth and ill populate the scene with more shacks to fill in some of the dead space. Ill add sunbeds to the beach and try to create my own foliage which I will use in the engine. I am going to use UDK to showcase my scene as it is what I have used the most before as I have never used Cryengine before. 


I did a quick breakdown for my scene. The red is the main shack that I aim to create in modular pieces so that I can repeat it around my level to make it look fuller and more interesting. The blue is the smaller shack that I will create and it will also be modular The purple are fences that I will create modular. These will be spammed around the level to populate it. The surfboards will all be modular too and I will just use different textures for them to make them look different. and the green is foliage which I will create a small set of and spam them around the level to make the vegetation look dense 

We will have to make a cinematic for the scene at the end so the filling out that I need to do around the back of the building makes sense. I will also create some stills of the environment that will require me to position the camera the make the shots look as best as I can get them to look. We talked about theory's such as the golden ratio, where key aspects are off centre.