Monday 16 May 2011

More udk

UDK Effects
The main effects I created where for the Fountain which is the focal point of the level. This had the following effects
 Water for the bottom of the fountain
 Flowing Water
 Droplets water (point)
 Droplets Water (cylindrical)

Below is the material for the water which involved a combination of Panners and texture coordinates to create the effect. To make the flowing water I made a similar material which flowed downward to give the effect of falling water. Also another similar material is the one for the glass which creates a slight distortion and pans very slowing so the distortion changes depending on where the character is within the level.







Once these where in place I move onto the particle effects of the water droplets.
I also created an animated Butterfly using the Unreal matinee System.
I managed to get the wings to move but couldn’t get it to move forward and flap at the same time so I have some stationary butterflies.
I Added foliage actors to the majority of the plants so they sway when the character runs through them.

asset list

Asset List
The asset list document what is to be made and keeps track of what stage each asset is at. This excludes the BSP as this needs to be modelled first so the other object can be scaled to it. The list below is the final List where I have categorised the assets into different sections for ease of use.
Asset List

Plants

Asset Modelled Diffuse Normal Spec Collision Completed
Bush Y Y N Y N/A Y
Fuchsia Y Y Y Y N/A Y
Grass Y Y N N N/A Y
lily red Y Y Y Y N/A Y
Leafy_01 Y Y Y Y N/A Y
leafy_04 Y Y Y Y N/A Y
palm_01 Y Y Y Y N/A Y
palm_02 Y Y Y Y N/A Y
palm_03 Y Y Y Y N/A Y
palm_04 Y Y Y Y N/A Y
palm tree Y Y Y Y N/A Y
Pineapple palm Y Y Y Y N/A Y
Lilac Y Y Y Y N/A Y
Wisteria Y Y Y Y N/A

Building

Asset Modelled Diffuse Normal Spec Collision Completed
Arch Y Y Y Y Y Y
Arch small Y Y Y Y Y Y
Bannister Y Y Y Y Y Y
Flower Bed edge Y Y Y Y Y Y
Central path Y Y Y Y Y Y
Frame conservatory Y Y Y Y Y Y
Conservatory windows Y Y Y Y Y Y
Conservatory door Y Y Y Y Y Y
Conservatory door windows Y Y Y Y Y Y
Fountain Y Y Y Y N Y
Fountain water Y Y Y Y N Y
Fountain water flowing Y Y Y Y N Y
Pillar Y Y Y Y Y Y
Stairs Y Y Y Y Y Y
Stairs wall Y Y Y Y Y Y
Stairs wall back Y Y Y Y Y Y
Wall back Y Y Y Y Y Y
Wall small Y Y Y Y Y Y
Bench Y Y Y Y Y Y
Flowerbed Y Y Y Y Y Y

End wall Y Y Y Y Y Y
Butterfly Y Y Y Y Y

Tillable Textures
Asset Modelled Diffuse Normal Spec Collision Completed
Path Y Y Y Y N/A Y
Stone Y Y Y Y N/A Y
Dirt Y Y Y Y N/A Y
Brick Y Y Y Y N/A Y
Smooth Brick Y Y Y Y N/A Y
Sandstone Y Y Y Y N/A Y
Grass Y Y Y Y N/A Y

Particles Effects
Asset Modelled Diffuse Normal Spec Collision Completed
Sky dome Y Y N/A N/A N/A Y
Water N/A Y Y N/A N/A Y
Flowing Water Y Y Y N/A N/A Y
Splashing Water N/A Y N/A N/A N/A Y
Water droplets N/A Y N/A N/A N/A Y
Water foam N/A Y N/A N/A N/A Y

texturing, unreal, working practice

Texturing
I’ll be conducing most of the texturing within Photoshop and crazy bump.
The texture maps should be efficient and of a reasonable size with consideration to the asset. I will use tillable textures where necessary and decals to a unique accent to the level.

Unreal Engine Elements
The scene will be presented within the unreal engine, elements I would like to include:
 Particle effects such as water flowing from the fountain
This will need effects such as rippling water, splashing water, flowing water.

 Dynamic lighting to portray the effects of daylight coming through the glass roof
The lighting is to portray a bright summers day.

 Dynamic real-time effects, so the plants move instead of being unrealistically static.
Interactive plants so they sway when the character passes but also move more gently when left on their own.

 I’m also considering ambient sound, such as the rushing of plants and the trickle of water which get louder and quieter depending on where the character is within the scene. Adding sounds to the scene will make it more believable but will also take up time to make.



Working Practice
Instead of making everything in bulk (model everything then texture everything and so on) I plan on modelling, texturing and importing each asset as it is made, to do this the base environment must be made and imported into unreal.
As each model is made it should be checked off the asset list, each asset needs to have the same name as the asset list so that it is easier to track what is made.
The white box should be one of the very first things done for this project, this firstly will check the area is an interesting shape and secondly will mean all other assets can be made to scale.

Tech stuff

Technical Requirements/ Specification

 Creation of a next Generation (Xbox 360/Ps3) playable area
 Architectural and organic modelling
 Design an aesthetically pleasing environment
 Place the scene into the unreal engine and add effects that complement the environment.
Programs Used
 Photoshop
 3DS Max
 Crazy Bump
 Unreal engine
Technical Specifications
The level will be constructed for the PS3/ Xbox 360; this will be a photo realistic project. The units scale will be in centimetres.
Style: Photo realistic from primary research sources.
Texture Budget: 70mb

Modelling
I will be making a low poly environment for the PS3 using 3DS Max to model the assets.

mood boards







Research

Research
To start this project I will be researching different Gardens, conservatories and glass houses. This is to find what I wish to include or exclude from the project. The most part of this research will be found on the internet.
To start with I just researched the overall feel of the place, and then moved on to more specified areas such as the structural shape and style of the glass house, then onto plants.
Figure One: I like this for the detail in the windows and the light however not what is within it. I want the space to be bright and warm however also want plenty of plants within the area,



Figure Two: I like this glass house however the space is just too large, I don’t think I will be able to complete an area his large in the time constraints. Also this is to formal, I want my scene to be a private glass house, that is a little more natural. I do like the centre piece which is hanging from the roof; this could be a nice feature within mine.




Figure Four: This is close to what I would like to create there is detailing on the floor an fountain focal point and formal foliage but with a slightly wild quality, it is colourful but not to the extreme. When combine with Figure Five this becomes even closer to what I wish to make.




Figure 5: I love the shape of the roof with its different heights as well as dome in the middle. I also like that the windows have patterned arches at the top. These features would make mine look less uniformed and more that a normal conservatory, that I think is the different between the glass houses and green houses, they aren’t just for growing plants they are meant to be a feature within themselves.

FMP Brief

Brief
For my final major project I will be making an environment which includes organic and architectural elements. The environment will be enclosed within an ornate greenhouse which backs off a large building however only the back wall of this building will be visible, the greenhouse itself will be a large curved structure and within it will be my main scene . The plants will be reference from various locations such as Hever castle and Kew Gardens. I will also visit other botanical gardens such as Leicester Botanic gardens. The green house will include a fountain for the focal point.
The scene will be made with 3ds max and Photoshop then imported into the unreal engine where I will add various affects. The area will be set during late spring and during the day. So this will include dynamic lighting.
I will be constructed for the PS3/ Xbox 360; this will be a photo realistic project. The units scale will be in centimetres.
The environment should be bright, colourful and pretty.