Tuesday, 10 May 2011

10th may

today i managed to import my character into my level and get it to animate when the player gets close to it.

I have also imported in some of my final assets including the hall cabinet which i decided to include since simon sudgested that my hall looked a bit bare and because it is a long corridor it made it look even longer because it was empty.

even this small cabinet breaks up this area making it looks smaller.

Thursday, 21 April 2011

Year 3

Technically, for myself, this year has been quite weird, as in the fact that if i think back even to as little time ago as the rooftop project I cant help but think that it was really quite a poor project as most of the problems I had during were easily remidied.
And then i think of all the things I have learned even as recently as the last week:
the cloth modifier
little max tools which make life so much easier
that a lighting map is the difference between a flat texture and something more realistic
Alot of unreal tools-matinee, kismet, different material techniques and interactive meshes.

If i could go back to the start of this year even the start of the course I would have tried harder to not stick to my ways and be more open to different techniques.

previous screenshots

This was a previous shot of the living room. I altered this area of my level by desaturating the wallpaper and making it a more deeper colour by going back to a darker blue.
i also z-brushed the blue ottoman as in this image above it looks very box like and without any defining chair like qualities
I also changed the material of the chair and settee to a softer and smoother material and darkened the wood on the chair.
Along the walls i added the wooden panels mentioned in the earlier blog.

This image is a good example of the over saturated issue.
I have desaturated everything in this room.
I have improved the cabinet on the top left of the image and made it look more stately as opposed to the light coloured quite boring cupboard i previously have in
i also changed the fireplace as visually it was quite ugly, i have replaced it with a much more impressive and more intricately designed fireplace.
I also added sun beams to some of the windows as it made the level look like there was something outside of the house instead of just being the interior to a house. To accentuate the light i added a plane with an extreme emmisive applied to it so that it would shine out between the blinds and create a sunny day effect.


To make this area of my level more closed in as throughout this project size has been a big issue, i decided to make it more shadowed and also mentioned in my sketchbook this also made it more atmospheric and as this is an area of the level my character is hiding out in it seemed that it would be quite a dark area.
I also found that when i dimmed the lights that quite a few of my assets were being wasted in the shadows so i then had to bring them out into the light this also helped with the sizing issue as it made the area seem smaller.

The hall

The hall was more an issue that the other areas as this area in particular seemed overly big so to try to combat this i also added the wooden panels from the living room to the hall as well this had the desired effect, in that it enclosed it more and made the space feel tighter. i will continue to improve tis area till the end. By making pictures for the walls, and various other things to hang up.
The top of the stairs was another area I had problems with but in this area the problem was the lighting as the area was too dark. It seemed to be that the only was to make it lighter was to put the light on at the top of the stairs which would not be right as the level is set in the day and would look odd so i put in a window and a small sky dome just outside to make it look as if there is an outside to my level, I still have yet to create the texture for this but I don't anticipate this taking too long.

Interactive elements

Since the last presentation I have added a few interactive elements including

Another opening door from the attic to the landing
and various Light switches to lighten the more darker areas if the player needs it.

21st april

well as the end is near this is where I am and what i have been doing within the last few weeks

Since the last tutorial, heather and Chris suggested that i make my level less saturated i.e take the colour levels down a bit as it didn't really reflect the genre the books are from and instead of making the level less Gothic as Chris suggested I have in fact gone too far away from it, which is something i agree with and have since altered.
I have also, to make my level less static, added dust particle effects in the attic, and steam particles from the cup on the coffee table.
I have 'gothed up' some of the furniture as well as it was all a bit too modern and typical American.
In the attic to make it more attic like i have included cobweb decals and planes overlay ed with dust decals which gives it a more attic like look instead of being too clean which i felt that it was previously.
I also felt that some of my level was still too open and spacious I tried to solve this problem by adding dark wooden panels along some of the walls in the living room and the hall of the house this also gave the level more of a Gothic and expensive feel which is also something i was looking to achieve.

Where the character is concerned i have almost finished textureing and am considering how to import her into the unreal file. I may have her laying down on the mattress as replacing the main character which her seems almost impossible at this stage with such short space of time left.

Wednesday, 20 April 2011

Outso character test brief

This is my submission for the Outso Internship

Monday, 21 March 2011

DGDS (the programming thing)

Here are more of the assets i have created for the programmers society:

FMP -character render

This is my FMP character I have yet to:
Refine the textures i.e add more detail to the clothes, skin, hair
Rig it (this however wont take long)