Thursday, 3 November 2016

Prep For Final Project

Before I received task three on Monday, I wanted to try out Substance Painter a bit more and I wanted to get something done ready for my final project.

I created a tillable floor that can be added to any shape in UE4. From what I learnt from task one, I used vertex colouring in UE4. I need to tone down the brightness of the wood and change the roughness of the floor, so it isn't shiny.




Blueprints for the floor:


Task Three

For task three we have to create a loot chest - with a 5k triangle limit.
For the art style of the chest we have to use an art style we haven't done before. For example, if we usually do realist, we must use a stylised art design and visa versa. For me, I want to do cell shading, as I have never done that style of art before for my models.
As with task two, we have only three weeks to complete this task.

Aim for this task:

My aim for this task is to get all of the modeling, baking and texturing done within the first week. Then for the remaining two weeks, look at animating some parts of the chest. I have never done any form of animation before, so this will be a learning curve for me. I want to do this now, as if I can learn it, I want to put some animation in my final project. It will be better learn now than learning whilst doing my final project.

From research for using cel shading in UE4:

Pros:

  • Casts shadows
  • Receives shadows
  • Uses standard UE4 lights
  • Supports normal maps 
Cons:
  • Cel shades the entire scene
  • Diffuse and normal only 
  • Inefficient
  • Reflection/bloom/emmisive will break the Post Process 
Research links:



Sketches for ideas:




High Poly Models

These images below are renders of the high poly chest I am working on. Theses have been rendered with Mental Ray in Maya.

I have low poly model of the chest done, however as I am writing this, I am unwrapping the model. The tris count for the low poly model is about 2015 tris.




Task Two

For the past three weeks, we had a task that consists of creating survival weaponry for an epidemic that has broken out in Chicago.


The image below is quick sketched I done to get some ideas:


The final result: I went with the Henry Hoover idea from the sketches above. I have now taken to calling it Rambetty, a mixture between Rambo and Betty, the female version of Henry Hoover. The battery pack is to power the hoover.
The hoover itself works similar to the junk jet from the game Fallout 4. With this hoover, it is essentially a portable cannon and you won't run out of ammo, as you can suck anything up and then shoot it.

(Side note: I do need to redo the normal maps, as everything I done in substance got inverted when I imported the model in UE4. I will sort this out at a later date, but we have now been given a new task)


Task Two

For the past three weeks, we had a task that consists of creating survival weaponry for an epidemic that has broken out in Chicago.


The image below is quick sketched I done to get some ideas:


The final result: I went with the Henry Hoover idea from the sketches above. I have now taken to calling it Rambetty, a mixture between Rambo and Betty, the female version of Henry Hoover. The battery pack is to power the hoover.
The hoover itself works similar to the junk jet from the game Fallout 4. With this hoover, it is essentially a portable cannon and you won't run out of ammo, as you can suck anything up and then shoot it.

(Side note: I do need to redo the normal maps, as everything I done in substance got inverted when I imported the model in UE4. I will sort this out at a later date, but we have now been given a new task)