Monday, 30 November 2015

Behind The Door - Week 2

I started this week by changing the shape of the main room slightly to make it rounder, as Casto suggested.

The focus of this week for me was on the central sphere. Stas said as long as the central object was good, the surrounding wouldn't matter.

I did a couple of quick paint overs to see what would look better - plants or a tree.

People I asked like the tree idea, so I stuck with that. I chose to make a banyan tree as I thought it would look visibly interesting. Chris told me to look into the Eden Project and research the different plants that grow there, which I did, but I decided to stick with Indian plants.

I based the plants I made on this picture:

Craig suggested to add flowers so the sphere wasn't just green. I made a Castilleja integra, AKA an Indian Paintbrush flower.
Mike Pickton said he thought the glass on the sphere was too clean and also looked "small" somehow. I added a tiling moss texture to the glass, as well as changing the refraction to make the glass seem not as thick.
Mike also Suggested to make some kind of wall brace for the support beams under the platforms so they don't just clip out into the walls.

Wall brace!

Banyan tREE

Monday, 23 November 2015

Behind The Door - Week 1

This week I started my final project before FMP - "Behind The door". This is another environment brief, sci-fi this time. We basically have just been given the door below, and been told to model an environment to fit the other side.

The style for this project is "partially stylised". We've been given a budget of 80k tris (wow) and 2x2048 texture sheets (oh).

I've never done a sci-fi project before as I've always avoided it when we've been given choice in the past, such as with the Container City project last year. I usually think of sci-fi as being too overdone in people's work so haven't concentrated on it at all, but I have seen certain jobs advertised that call for sci-fi environments to specially be in a person's portfolio, so it's something I need to add.

I decided very quickly on what kind of style I wanted to aim for. I had recently watched some of my friends play through the game SOMA, which has a sci-fi style I absolutely love, and I wanted my environment to have a similar style. The first thing I did was collect a ton of screenshots from SOMA:

After that, I collated more images from Pinterest, ArtStation and other places.

This a key set of images I really liked. They're by Real-SonkeS.

The colours and lighting are really beauitful. The strong yellow light and colours make the images seem warm, which is a contrast from the usual sci-fi.

I didn't actually spend long thinking of an idea for this project - instead I decided to redo an old personal project I'd previously started. This is the concept for that old project:

The environment I wanted to do was going to be small originally, but I have a really bad habit of making things unnecessarily huge, so here are the thumbnails I did: 

This is the whitebox I made in UE4:

I also made a different whitebox for a similar idea

Essentially, I wanted to do some kind of terraform or bio-research space lab, because plants are great.
After the whitebox, I didn't concept much more as I wanted to actually get on, but I did some different panel designs.

Project Plan:

Wednesday 18/11/15

Model rest of base panels
Model doors
Model vault door
Model platforms
Model railings
Model crane pieces
Model stair pieces

High-poly wall panels

Texture panels
Build modular pipes

Unwrap everything else
Base and high-poly biosphere model

Monday 23/11/15
Unwrap anything
Bake/model plants

Unwrap/texture things
Basic lighting
Model computers/desks

Model control panels
Model crates

By the end of the first week, my level looked like this:

Feedback for this week
Casto said to make the main room rounder to better reflect and frame the shape of the sphere, and that currently the room is too asymmetrical. Making the room rounder and changing things to frame the sphere better shouldn't be too hard, so I will spend some time changing things around in the level to do that.

Friday, 13 November 2015

Shop Front Project Hand-in

Name: Rebecca Gibson

P Number: P13214730


Project Title: Stylised Shop Front Environment Project

Overview: This is a highly stylised, small shop front environment built in UE4. It used 4x 1024 texture sheets and just under 15k tris (excluding instances).




anchor base colour

anchor roughness

anchor metalness

anchor normal

hull base colour

hull alpha
hull roughness

hull metalness

hull normal

oars base colour
oars alpha

oars roughness

oars metalness

oars normal

signs base colour

signs alpha
signs roughness
signs metalness

signs normal

Beauty Shots:

Blueprints and materials in UE4:

Main boat blueprint

Lantern blueprint

Skybox blueprint

Sun and moon cycle blueprint

Water colour change blueprint

Water material


I'm very happy with my final outcome and the amount of work I managed to produce over the 3 weeks. In terms of the actual shop front, I could have spent more time on planning and concepting my ideas to try and reach an even better outcome, but I'm happy with the design and colours I chose. I made the shop model quite high poly, which is probably unnecessary or inefficient in some areas - changing this would allow me more tris to make more items for the shop, though I would likely run into a lack of texture space with more items.

In terms of engine, although I think the scene looks fairly impressive, there are a few things I would change. For a start, I would have really liked to have made the items on the shelves slide around more than they do with physics alone. I also recognise that the way I split different blueprints up might not have been efficient - e.g. the sky and sun/moon being separate - though splitting things in this way did allow me to work faster (e.g, the skybox is so big it was near impossible to position the sun/moon in the right place).