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Tuesday, December 15, 2015

LVL - Learning to make an environment in Unreal!

This is a little late, but lets look at a level I built in Unreal start to finish. As a warning, long posts are long, and require a lot of reading, so feel free to just look through the pictures, and imagine me at my desk slaving over Maya and Substance Designer in between each one.

Starting off, here are the first pieces of concept art I made to flesh out how the level was going to be.

These pictures are huge so open them up in a new tab to scroll around and soak them all in. We're going to mainly focus on just one of the rooms, and then I'll show the finished rooms at the end. So as you could see, these were my blockouts for the layout of the rooms, this was mainly so I could get a sense of how big my enviro pieces would be and to make sure I could walk between them with plenty of room.

As I was limited to 20 individual pieces, I didn't make too many blocks inside the room, and planned around using as little as possible. Shortly after making the blockout, I started making some props, and getting them placed in the room. On the top there, you can see the transition from blockout to actual props modeled in Maya, in that second area to the right I could work with my lighting, which we did a lot of in class on test rooms and the like.

Roughly a week later, and some sick days for luck, we have a room with actual props. At this point it's still a little empty though, and we needed to make these rooms seem full of stuff, these weren't new and shiny areas after all, especially not for my concept art. A lot of these props at this point were a little rough, and needed some more refining, but I was placing props, and that's what counts.

More props placed, nothing too exciting yet.

Huge jump! Lighting was figured out, with spaces carved into the arches to hold them, and I started getting some textures down. All textures were done in Substance Designer because of how easy it is to make tiling textures in it and simple materials such as wood, stone, etc. I would like to thank all the people on youtube making tutorials for designer and painter alike, they helped me get through most of this project, and I walked away with a better understanding of what I can do in designer. The overall direction when it came to textures was looking at what the concept art drew and then adapting that as I saw fit, that and reusing as much as possible! A simple stone pattern was used almost 4 or 5 times alone. Whether or not that's a good thing to do is unknown to me, so I'll just say "whatever works" is the best policy.

More textures, more prop work. I'll take this time to say that the amount of work it takes to make a level is more than you think, but not as much as you fear. Once you start figuring out where you can reuse pieces and textures, and start filling up a level, the whole thing kind of clicks and eventually you just start moving forward knowing exactly what you need from your props/pieces and what your textures need to be doing. I went back and revised my more complex walls 5 or so times as I went through just to constantly update them along with the rest of the level. I don't think it is too much of a drawback to do it this way, but it's probably a safer bet to plan out what your pieces need to look like beforehand.

Added some color, this is also the last picture before the assignment was "finished". Textures at this point were starting to get moved around as more were completed. If you compare this one to the previous photo, you can play a little "Spot the difference" game. Props at this point were pretty much final, and the lighting was also done for the most part. Fun fact, the makeshift bbq pit in front of the tent is the only prop textured in Substance Painter rather than Designer and it it's pretty sad to look at now, for one it's much too dark and in an attempt to really dirty it up I covered the actual material. In comparison, the rest of the area is strangely clean though. This is one of those learning moments, and since I didn't actually fix it for the final showing, I guess I learned that I should learn substance better?

And here we have the completed level with lighting and post process applied in Unreal! This whole process seems pretty easy when you lay it out like this, but each gap between pictures is usually several or more days of working on small sections, as well as modeling and creating textures. The vert painting (those dark blobs you see placed on walls here and there. The way it works is that you lay a texture over the existing texture at each vert point, lack of verts seems to give this blobby effect that I'm not a fan of.) really didn't turn out well now that I look back, so that's also something I should focus on learning a little better, but overall I thought the rooms looked nice. I didn't have much to say because I was so sick of looking at them by the time it was due, but here I can pour out all my feelings on them. The hallway splits up two different post process effects, the bar being much darker than the campground, and there's also some dust particles floating around the bar, probably due to the poor air condition in there. The campground and bar have an extra door leading god knows where, but I forgot to put a doorknob, either because I couldn't be bothered, or I was simply lazy. No one was going to look anyway, but still, always go the extra mile for your game. This was a long month, and it gave me a shock when I found out I had forgotten some basics of modelling somewhere along the way, probably due to not needing to model anything big for a couple of months before.

Thursday, October 29, 2015

Level Design




Building a level this month, basing the three rooms off some concept art and areas from Metro 2033. The three rooms were made with BSPs in UE4 and need to be completely replaced. I'm making meshes for the floors/walls right now to further block out and define the levels, and have run into a problem of having a lot of different sized walls. Please pray I find a way around all this.

Monday, October 19, 2015

Particles


Lesson 2 Final for VEF1
Particles include Snow, Fire, and Smoke
Everything in the scene was made by me
My favorite part is the snow that's falling, I like the way it bounces.
Music is Intermission (Tea Time) by Anamanaguchi

Tuesday, October 13, 2015

pugui_新浪博客


I may have gotten in a little over my head with this sword, but I liked it so I wanted to do it. Side by side you can really tell what I could and couldn't achieve, but I'm happy with the end results. I have been told that mine is too soft compared to the concept art, so I will have to look into that and figure out exactly what can be done for it. As of right now I'm running off fumes, but I want to do some more painted textures from various pictures I have been collecting. Hopefully I can get them out sooner rather than later and start improving!

Saturday, October 10, 2015

Circus of Values


Purely an update. Also messing with the actual design of the picture

Friday, October 9, 2015

It's so noisy at the fair, but all your friends are there.


Fields used: Gravity and vortex
Constraints: Hinge and spring
Textures and diamond/gold model by me
Environment by the VEF1 staff
Song is Sugar Mountain by Neil Young.
There are about 7 or more invisible walls holding this together, but I tried to follow the story of Sugar Mountain's arc in JoJo so it was fun. The shaders were Toon shaders so that I could emulate a Cel Shaded comic style. Almost nothing was faked, lots of active and passive keys kept things held up, but the ball in the cup at the end was hand animated to roll out of the cup. It was simulated after falling out, and the vortex around the roulette bounced the ball around. My favorite part of the simulation is the money falling into the "Chip converter" so they could bet all 30 million on Black. In the planning stages I was going to make a huge amount of references to all the chapters but I needed to turn something in. I apologize if it seems a little confusing to follow, but it's made to just glaze over the story and give reason to the simulation.

Thursday, October 8, 2015

I have new weapon


This is my second week's work, a sword by a korean artist named "pugui_新浪博客". I think it looks cool, I hope I can do it justice.

Tuesday, October 6, 2015

Trying to remember what sleep feels like


The final product of Lesson 1 in TPS. I missed some spots here and there but I'm happy with the overall style and color I managed to get. It's small, but the emerald in the sword is probably my favorite spot.

Thursday, October 1, 2015

Keep Rollin', Rollin', Rollin'


First up is my Rigid Body Project for VEF1. This is simply the motions that the props will go through, still need to texture and composite the final images into it. If you were to gather the objects seen in this video you may or may not be able to recreate this video.

And this is my progress on a sword and shield set for TPS. The style is from World of Warcraft, which I have only a little experience with through the old trial and old youtube videos. Having fun with it though and learning to paint in Photoshop at the same time.

Wednesday, September 30, 2015

Final Level


Pictured: Left to Right from top
Reference shot and beauty shot
Ground normal, Ceiling texture, and the box texture
Wireframe for the desks, how to setup my floor, and the UVs for my lights
Everything in the scene modeled, textured, and placed by me. All of the textures save for the box, and some overlays used on the desks and lights were from CGTextures.com. I actually had some fun with this, Unreal or maybe game engines in general are a little awkward at first but eventually I wrestled it into doing what I wanted. The floors have been updated with a UV Wrap node since this picture was taken, giving the floor a higher resolution. I have not heard back from MOC yet, this received a 95 though.

Saturday, September 26, 2015

Not Video Game


Just some Before and After WIP shots for a level I'm building in Unreal for ACG. This, the MOC final, and laziness have been eating up all my time this week so the game has suffered. I've talked to a musician named Garrett Tracy about music/sound effects for my game, I would like to have a sampling implemented for the demo so that I can get the sounds right, but if push comes to shove stock sounds might be used. That's all for now.

Sunday, September 20, 2015

Smoking Hot Update


This is a really quick demonstration of what's going on with my game. I apologize if it seems a little short and devoid of anything to really show, but it's something I wanted to do to let people know that I was working on something to show off and this is kind of an idea on what you can expect from it. In the playable build this is all I have planned
-Walking animation and refined walk mechanics
-Gun and accompanying gun animation
-Working cameras for both gun and walking
-Shooting targets
So look forward to being able to try out my game and see for yourself how it plays.

Pictured: The Detective when I first attempted to make him walk

Thursday, September 17, 2015

Substance Painter and You.


Today I worked a little in Substance Painter and Unreal. I don't think I'm going to go with Unreal for the game but it's not that bad of an engine. I might paint those guns I did a while back in this program, it's certainly a lot easier than Photoshop.

Wednesday, September 16, 2015

I'm not smart enough to multi-task but I do it anyway


I made a mistake and stayed up all night working on this guy. He doesn't have a name yet, but he's got a nice tie, long legs, and a stylish hairdo.
I will now officially talk about the "Project Train Game" that Angie Mendez and me have been sorting out in our spare time together. I plan for 3 parts to this game and the first part takes place on a train, hence the project's name. This is our main character and you will help him figure out what happened to a research facility out in the arctic fields of Greenland and the North Pole, the train is nice and warm though so don't worry about a jacket just yet. The game will be made in Unity and we're currently working on the first area of the game where you will learn the controls and get familiar with the camera system of the game. Please look forward to the game and do your best to solve the mystery of the train when it is released.

Saturday, September 12, 2015

Big Boss is watching you!


Okay, a quick update on what I've been doing the past two weeks besides playing MGSV. More UV Practice, some texturing practice, and a pillar made from scratch. The pillar comes from the Temple of 1000 pillars, and you can find it on either side of the entrance, I'm not too familiar with this place but my pillar is the one on the left. I didn't have time to really damage it and reflect that in the silhouette of the In-game model so I just textured the crap out of the stone to give it a rough sedimentary look. Might have gone a little overboard, I'll blame it on not having used ZBrush in a while.

Arch UVs laid out by me, texture of barrel and UV layout by me, pipe UVs laid out by me. In-game pillar and High res both by me, the guy is from the Unreal Engine.

Thursday, September 3, 2015

ACG Day 2


Day 2 of ACG and I think I'm understanding UV work a little more. This has definitely got me excited to go back to my guns and get some real textures going.

Tuesday, September 1, 2015

First Daily of ACG

(Definitely going to need to click on this one to see anything)
My first lab work from ACG, a DDRX machine because DDR is cool and so are arcade cabinets. I have two classes again so updates on my personal work might slow to a halt for a little, but I'll be working hard to post more about them.

Sunday, August 23, 2015

You can tell by the way I use my walk...


Walk Cycle I made to get some practice with a more realistic approach to animation. Some weird issues with this one where he speeds up in unexpected places that I assume is somewhere in the mess of keyframes. I learned a lot from this, and hopefully future attempts will help me learn to loop a little better.

Wednesday, August 19, 2015


This is the final project for my animation class, a walk with Bugsy. This here is the rough block out to set the timing and convey the major poses he will take. I also plan on adding in a beginning and ending animation but I need to make sure this walk looks good first.

Monday, August 17, 2015

"Survivor" might be hyperbolizing a little


It's been a while since I've uploaded anything, partly because I have no internet at my new apartment, and partly because I've been sinking time into this little thing. Humans are incredibly hard to model for me still, and this will be my first person modeled completely from scratch. Once again I've gone with a female, but as opposed to giving her some extra meat like last time, I've done quite the opposite and attempted to thin her down and achieve a "out in the wild" look to her body. This alone was probably 2-3 days worth of work (for reference, each of the gun and the plane shapes were only about 2-3 hours). Face zoom in will probably come a little later, I've got a lot of pushing and pulling on her verts still to go! Actively looking for a critique on this one, so please let me know what you think of how she's turning out!

Tuesday, August 11, 2015

3-Count 'em-3 barrels


What a beauty. This is the Chiappa Triple Threat, a shotgun with 3 barrels. I was looking for a fun gun I could model and when I saw this piece of art I fell in love. The barrels fire in a specific order, starting from the bottom right (from the perspective of the one pulling the trigger), then to the bottom left, then to the top. This order is absolute and cannot be changed. Firing only the bottom right and then opening the gun resets the order, meaning a second pull of the trigger will net a click from the empty barrel you previously shot off. The gun can be fired relatively fast, not "BuhBuhBoom!" fast, but "BoomBoomBoom!" fast if you can pull the trigger. One downside to this gun is the fact that you can't use 3 different kinds of ammo in order to be prepared because of the order thing mentioned already. The other, is that the barrel doesn't rest completely unfolded so you need to hold it down a little to stick in your rounds snugly. The model was fun, and I can't wait to shoot this thing off.

Sunday, August 9, 2015

Mauzer? I hardly know 'er!


Here we have a Walther P38, or Mauzer, a German handgun that's basically a Beretta version of the Luger (P08). Trying to find an interesting handgun was kind of difficult, I wanted to find something that wouldn't seem too odd to own out in the desert, and I wanted to choose something you didn't see too much of in games nowadays, at least not after the whole WWII phase died out. The Mauzer is an interesting gun, and between it and the Luger, I chose the Mauzer because it was simpler, and wasn't going to be difficult to figure out. Not many shots because I've only focused on shape so far and the back is identical to the front. I will be adding some more details soon and will post an update. Until then, here's to a good modeling session.

Saturday, August 8, 2015

"You can't make everything look like The Order"


I was asked to put together some frames I had helped render in Nuke and he suggested I mess around with it a little. Obviously the first thing that comes to mind was poking fun at 1186, a game I had a brief play of. The script is rather simple, but I got the color overlay a little wrong, couldn't find a good brown in Nuke's color wheel, a wheel I'm not a big fan of in the start. Anyway, this was just something I did for fun, the actual turn-in file obviously looks a lot cleaner.
Rigid Bodies project by Trip Topping for VFX.

Thursday, August 6, 2015


Second part of the CAN1 L'Eggy Walk animation. This time he turns around, next time he's supposed to jump on a scale. The actual keyframes and breakdowns for the turn around took about 10 minutes, but that final Rotation into his pose had me making 5 playblasts a minute, finally got it so that I was happy with it though.

Wednesday, August 5, 2015

There was a rig here, but it's gone now.

This weapon is the Chiappa .22LR Rifle. I knew nothing about these guns a week ago but I had an idea for a futuristic gun that folds up and can then be swung out to shoot it, in my search I came across this little guy and felt the need to model one for myself. This rifle is a single shot and each bullet/shell needs to be loaded/unloaded manually by pulling that small lever in front of the trigger to crack open the barrel. I included side shots and then some close ups to show the details I included. The game that this is for might be third person unless the sights I modeled are remotely accurate, then I'll figure something out. Again not textured, it still scares me a little to texture. Adding on to this, I have another version that is meant to emulate a Rail Gun version but I'm not too happy with it at the moment, it needs a lot of work. As for the title, there were some issues and I ended up deleting the rig that I had made for it, it will be back though.

A trusty bucket of bolts.

A plane I have been working on for a game idea I've been tossing around and working with. This is the plane I want to be flying around in Unreal, and I plan to give it a realistic but simplified control scheme. The main inspiration for the controls will be War Thunder, but basically I just want it to have a throttle, banking, rolling, and other fancy tricks I don't know too much about yet. This plane is modeled after the views of a Lysander Mk. II and III, but it's a little different in design and doesn't have any of the flaps or detail bits. The main inspiration behind doing a plane was that I enjoy planes and I have flown a lot recently. The other piece of inspiration was Kino's Journey, which I watched over my summer break. I like the relationship between Kino and her vehicle, as weird as that sounds if you haven't seen Kino but I'm not too sure about having my plane talk. I'm tossing around the idea, if only for fun. I don't know much about texturing but there are going to be classes on it a little later on, will they be textured before that? Maybe, maybe not.

CAN1 Animations

Hello, This is my first animation in CAN1. We were asked to block out the walk but I enjoy messing with the graph too much so I went ahead and finished it. Soon I will start work on the Turn around and stepping on a scale. It's only 3 or so seconds so feel free to watch it multiple times!