Monday, 25 February 2013
Cannon
Made my cannon texture today, might come back to this and try to work in more colour variation in the metal but pretty happy with it.
Sunday, 24 February 2013
FMP 08 Progress
I started this week by using the default cry engine material to help me work out how i wanted my lighting to behave early on. this allowed me to get a good understanding of form and how the object in my scene looked, without the interference of textures.
I also began to import untexture assets into the scene, to flesh out the ship and work out the sizes of spaces and wether there needed to be any adjustments to shapes and sizes at this early stage. I needed to raise the height of the railings so that they fit in better with the size of some of my assets.
It wasn't intill i put in the rigging of the ship that i really got a sense of scale or reached the point that i was completely satisfied with the direction of the project. it gave the eye lines to fall back on in the upper areas and made the project feel and look like a ship. I decided against using rope volumes as they were a little buggy and it wasn't my intention to break them at this point in the project.
This fleshing out stage gave a more dynamic and interesting appearance and silhouette to my ship, making the ship feel more busy and crowded. I think what will set this project apart from other games and levels with ships will be having interesting areas that are busy, crowded and seem more real.
The next stage was to get a lighting set up that worked well with my intentions. The visit from Ben at crytek really helped me decide on what i wanted to do for this. The golden sun that i picked gives a warm and majestic feeling. This would give the player a sense of the ship being a beacon of hope against what is probably going to be a beaten town harbour town.
THE CANNONS. Oh my the cannons were put in this week and this project started to progress noticeably. I realised that there were a lot of cannons and this might make it hard for me to make this ship feel like it has that many people aboard. I reckon there would be a crew of about 38 and i need space for these people to sleep and work.
The harbour blockout was a way of getting an idea of the shape of what i wanted to produce. I wanted to have a small market area and a few houses in the playable area.
More textures, the end of the week brought about putting in of the textures again. I lowered the saturation of the orange wood so it wasn't so unnatural. Other changes included adding a trim around the ship to break up the shapes and focus of the cannon deck. I've added internal support structures and external struts and braces. This added to the silhouette. The cannon holes had to be lowered because my cannons needed to be bigger to feel real and usable as they were so low down to the floor. I feel the golden light works well with this set up and i don't think there will be a lot of changes to this for the foreseeable future.
Sunday, 17 February 2013
FMP 07 Progress
This week i went home, so i didn't get a whole lot done, but below are some screenshots of the progress i made on my assets. I got a whole lot of barrels done and all of these are off of one texture. I'm going to have the remaining space as a alpha texture so that i can put writing on some of my barrels to break up the repetitiveness. The metal texture uses a tiling texture that also currently does my cannon ball and cannon base texture.
Currently i rendered out the texture at 2048 so as to give me more room to work with as the project progresses.
Below are the same meshes but using a reduce 512 texture and there isn't a huge difference between the textures and considering how large the mesh will be in game i think this texture would be the best to use for the final models.
My plan for this week is to produce some tilling textures for the harbor town so i can begin to assemble a town area.
My tiling roof tiles
My tiling brick tiles
Tuesday, 5 February 2013
FMP 06
FMP 05/02/13
This week marks the official beginning of my Final Major
Project, I have produced some test pieces from the beginning of January but now
I will be working full time. The things I want to achieve this week are to get
a solid model, textured and imported into CRY of my Ship. This will allow me to
check the scaling and to remember what the process is for exporting and setting
up CRY files.
I will also aim to get my initial environment and time of
day settings to a nice standard; this shouldn't be finished as I will edit
these as I go, to improve as my project progresses.
Progress – Tuesday
Having already got the majority of my base mesh completed it
was the unwrapping and finalizing/remodeling of some areas that have needed to
be completed over the last couple of days. I exported my model before I was
finished in order to see whether it was working correctly, unfortunately I was
having problems with the normal directions as some areas of the deck were a lot
darker than other areas. Consulting with people in the labs and Heather we
ruled out; normal’s direction, smoothing groups, unwelded vertices. Having
ruled these out I decided to re-unwrap the model.
My previous model had been unwrapped according to the symmetry
modifier. This fixed the issue almost instantly and it was to do with the
normal being pulled down. However this didn't completely fix the model as there
were still areas that weren't the colours or lightness as what my material was
supposed to be. I fixed this by editing the T.O.D. settings and bringing up global
illumination and reducing the HDR settings to stop the camera from lighting and
darkening the screen so much.
The next issue I faced with this model was the Multi-sub
material wasn't working and it was only applying one material. This problem was
fixed by reassigning material in 3DSmax and attaching all the parts of the
object when unwrapped and re-exporting. By having tight geometry I managed to
get rid of gaps and have a more flexible platform to work off to add other
aspects of the ship.
The ship model at the moment has 5 material I.D’s and these
materials were created whilst working on my previous (sorry guys not for public
domain) Speedo project. They work well but I feel I could make better use of
them by creating a better normal map and using displacement.
Unfortunately this week I can’t produce any work at home
because my computer is having problems, which is limiting what I can complete
and leaving me a bit stuck at what to do in the evening, other than blog and
design document work. But this is probably a good thing as this project is 4 months
and if I don’t keep on top of it I will struggle to produce a good amount of consistent
design work.
What I aim to complete for the rest of the week;
I’m hoping to create some sculpted normal’s for various
textures I will be creating, I will also aim to start creating a dockyard so
that I have some area for my ship to be situated.
Started by creating cross sections to model over to get the basic shape, once i understood the ship building plans this was relatively straight forward and i managed to get a basic block out to see if my idea was viable and where i wanted to bring it. The first block out was a single deck war ship and i decided it would be more visually interesting with two back sections without creating a lot more work.
Unwraping the model and creating air tight interior spaces was next on the list as once these were completed the basic shape of the ship would be completed.
I decided to add a hold space that was visually interesting, and was based of some of Empire: Total War's ships, this gave the space some more vertical space and a transition between upper and lower decks.
The finished model without errors in Cry engine, this lighting set up was quite nice as it created a more orange light setup. However i've since lost this set up whilst tweaking the T.O.D. settings
Turquoise boxes are human height for scaling - 170cm.
Above and below are where i am at as of Tuesday evening, the boat is unwrap and the main ship shell has been completed ready for additional meshes to be implementing into it. It will have to be re-exported to allow for doors and other changes. However it is fundamentally complete and does not require a lot of change. The lighting setup is not final, i feel it is too bright and i need to lower the Bloom of the horizon and try to get more atmosphere into the level. This will depend on what weather i want in my level, as i'm not sure if i want it to be typical English overcast or warm morning or even rain.
FMP 05 Design Brief
Design Brief
Final Major Project – 18th-19th
Century Ship & Harbour
Initial
Brief:
“To create a realistic ship and harbour area, using
authentic reference to produce a fictional location. Using Cry Engine 3,
assemble and light the level to create atmosphere and to best show the assets
created. Consider composition of areas to create key focal points to show in a
portfolio.”
Requirements:
Style -Visual realism at the
turn of the century 18th-19th
Audience -Teen to adult core gamers
Target
Platform -Modern PC/Cryengine
sandbox 3
Timeframe -4 Months (approx.)
Purpose:
To demonstrate the following set of skills for use in
an environment artist’s portfolio:
Art
-Modular Assets
Construction
-Scene
Composition
-High
Poly Modelling & Baking
-Tilling
Textures
-Clear
Material Definition
Technical -Lighting and Post
Processing
-Particle
Effects (Limited by Cry Capabilities)
Targets:
Must run at 30 fps at throughout level at all times
Coherent Texture quality aiming for a minimum of 256
pixels per meter of playable space
Reduce repetitiveness of assets by creating variations
by decals and texture coordinates
Create a visually stimulating environment
Budgets:
Budgets are defined from an initial asset list created
and are based on estimates of triangle and texture usage of assets. By setting
a limit the project management and asset priorities can be better controlled.
Triangle -An initial budget of 150
thousand triangles for non-instanced assets.
Scope:
Environment
(Ship)
Create a complete ship
deck and body, paying attention to the path of the player. Interior space must
include captains quarters area and any filler space between this area and the
ship’s deck. Environment should be populated to an extent of making it feel
lived in and immersive to the player.
Environment
(Harbour)
Environment must
encompass the ship aspect of the level, a semi-circle of onshore area must be
produced to a similar detail as that of the ship and should be navigable. A
number of buildings and other assets must be created to make it feel like a
harbour of the time period.
Programs
Used:
The following programs should be used in this project:
WORD
EXCEL 3DSMAX
PHOTOSHOP ZBRUSH CRAZYBUMP
CRYENGINE 3
Any other programs that may be used will be credited
in the design document as the project continues.
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