Showing posts with label Lighting. Show all posts
Showing posts with label Lighting. Show all posts

Sunday, 12 May 2013

Final Renders

There are a few final renders coming out of my major project work now as I prefer the marking showreel for Friday. Not all of them are finish, some still need ambient occlusion and some have unfinished textures but this is where they are so far.

I have rendered them out as still frames to stop it from getting compressed twice and will not be putting them into a video until the showreel so I can only show still at the moment.

Here are the books:
The bow and arrow:



The Staff



Church ruins:




There are a few more props and the characters that still need to be finalised and rendered but it's coming along well so far, I've managed to pick up my work speed by spending as long in uni as possible so I should be all set to have my showreel rendered out by Friday, and then that's my 3rd year completed.

Thursday, 25 October 2012

On to Specialist Animation Week 3

Week 3...the final week...for the first part of this project anyway.

I've mostly textured the two props now, which was expected to be complete by the end of the second week, so not too bad timing there. The 3rd week we need to light and render them as well as modelling a character, this is where it gets interesting.

First off though, here is Mjolnir:



And Loki's Sceptre:



Things are turning out quite well if I do say so myself. Although this is where things begin to get difficult. I've never been great at characters, and I have to make it in Maya by Wednesday, so less than a week. Not to mention the rendering coming out with some very weird results. I also have a presentation which is due either this Wednesday or the week after. Here I will be presenting my study of how visual themes effect the narrative of a game and pitch the idea for my dissertation.

Sunday, 20 May 2012

and rest...

Finally... major project has been handed in. It's been fun and a brilliant learning experience that has set me up for next years project and I'm kinda sad it's over. But now I have this thing called free time, I don't know if you've heard of it or not, its quite enjoyable.

For now all I have to do is make an industry standard showreel by tomorrow evening in preparation for this years Glammies in case we get a nomination, not going to happen but making the show reel should be a decent experience so I'm not complaining.

During this free time I'm going to start working on my 3rd year project to get a nice big head start so there is less stress and more time for polish. We've already gathered our group together and we are having a meeting tomorrow after the showreel hand in to get everything sorted out and come up with our initial idea so we can dish out the work and get going. Also over summer I'll be working on a few of my personal projects just to improve my work and keep me busy. For one I would like to take someone's concept images and model a character based on them, this is a test as I feel many of my models and textures are lacking and this is probably due to my pre production, so I will test this theory and see what happens...

But enough about theoretical futures... here is the course showreel I handed in for my major project.



Credit also goes to Matt Watson and Hollie Sheppard who provided some of the Ogre animations and to Joe Hornsby who created Ogre animations as well as setting up all of the UDK stuff for characters and animations and helped to set up the weapons and game.

Friday, 27 April 2012

3 day post streak!

This is now the 3rd day in a row where I believe I have enough work to warrant another blog post, which is great. Although I really don't think I'll be able to keep this up much longer, I'm starting to hit roadblocks now and works beginning to slow down.

Today I managed to update the flag texture somewhat. I added a bit of normal detail to the golden part as was my first intention, I did this by finding an image and then using it as a Mudbox stencil. I also wanted to add lots of cloth folds to the flag...but I didn't think it through when I upwrapped it and lay all of the flag pieces on top of each other meaning Mudbox cant render it out...ah well... lesson learned I guess.

Here's the flag now:


Its far from finished...but well...you get the picture.

I now have the crossbow firing arrows semi-correctly. The arrow mesh now points in the direction you are looking, so the arrow no longer comes out sideways, and it now travels at a more normal speed. I also rescaled the arrow so that it is more realistic compared to the crossbow and players. The problem at the moment is it has a wierd bug while flying through the air and I'm not entirely sure what's causing it. Either the mesh emitter is firing more than one mesh and it's confusing it or something is going wrong while rendering it and it's not showing correctly. I'm going to try and take a closer look at this soon by getting the AI to fire some arrows and trying to observe it from a different angle.

I would post a screenshot of the arrow going wrong but I could be here all day trying to get the timing right.

Another thing I have managed to figure out is the weird shadows being cast on the main tent. This was, as suspected, a lightmass unwrap issue. I just had to go back in and take the lightmass unwrap to more extremes and it seemed to do the trick. It took some time testing it every time I tweaked it though, as I had to rebuild the lighting in UDK which currently takes around 5 minutes.


And last but certainly not least...I managed to playtest it today, with bots running round and managed to make it a proper capture the flag game that the bots join in and play, which is great. I would love to have seen the smile on my face for the first 10 minutes of playing it until I realised I should probably actually be working. I screen recorded a video of the bots all running round playing capture the flag, the quality may not be particularly good on here but I'll be doing a better render sometime before Monday's deadline anyway.



There are no Ogres or Mongolians running around at the moment as I haven't added Joe's script files or USk packages into my UDK setup yet, but that will be easy enough to sort out, I'm just waiting for them to be completed. The weapons are not running yet either although I have re-done the script for the club now and the AI can use the weapons. (They can use the crossbow anyway, I'm yet to test the club but it's using almost identical code) I decided to leave the weapons out as they are currently firing lasers to determine impact and the club is long ranged and problems like that so I thought for the viewing it would just be better to use the UT3 weapons.

Tomorrow I will probably use most of my time trying to get the weapon scripts working how I want them too, just so I have some kind of working weapons for Monday's first submittal, but if I find I'm getting nowhere with it I'll get on with some texturing as a lot fo that still needs completing.

Wednesday, 25 April 2012

I'm losing track on what's new now...

Its been around a week and a half since my last post... how bad of me...

Anyway, a few of the days of were spent on getting my essay done for contextual studies, I wrote it on the difference between Western and Eastern game titles and why they differ. It was quite a fun essay to write and research but I had some trouble getting quotes for it...I was pretty pleased with what I managed in the end though...probably one of my better essays...hopefully...

As the title suggests, I'm flicking between bits of work all over the place at the moment, trying to get everything finished of at least in a workable state before the 1st submittal this Friday... I highly doubt everything will be working as I want by then, as the weapon script is proving more difficult than I anticipated...but hopefully by the time the final submittal roles round they should be working...

I'm saying hopefully a lot, that probably isn't good...

But on to work!

I've solved the wall lighting issue where a seam would appear about 3/4 of the way up the mesh and it didn't seem to show on any texture maps. It was just a smoothing groups issue...the amount of times that catches me out... but that's all sorted now, and I even went back and made a slight improvements to the wall while I was there.

I got around the issue of not being able to fire inside the cave as I was using 2 landscapes to make the holes for the cave, as you cant make holes in the landscape as its still in early development. To get around this I just made a quick mesh in 3DS Max and then stole the UDK texture I was using on the other cliffs. It's by no means ideal and it still needs work, but it proved to be a fairly simple, quick fix so I'm not complaining.




I have rescripted the crossbow weapon using the UT3 shock rifle files and adjusting the code. I'm not going to post it all here because it is really long and in 5 or so separate files. But basically I have the weapon in UDK and you can fire it. Although at the moment the crossbow is held sideways, it shoots giant arrows that don't face the right way and lasers shoot out of it and explode people...so yeah, not finalised yet. But I know how to solve most of them problems, or can at least work it out, the only thing I'm unsure about it the mesh emitter which is used to fire the arrows...but if worst comes to worst I can just use a particle emitter and try to make it look like a fast arrow.

Here's the crossbow being held wrong:


Here's the arrow not flying correctly:


As an added weapon bonus, I have the club pickup working, kinda... It's rotating above the pickup point fine, but I think the scale is too big and the pivot is just too high so when he holds it you can only make out the bottom of the handle, but that should be an easy change now that I have it working in game.



I've also made a flag tonight, working from since I left Uni and went shopping, I have managed to model, unwrap and skin a flag that will replace the default UT3 flag. It is 1144 polys, so that works out at 2288 tris in UDK. I have only got base textures on the flag at the moment, but I have a red and blue flag made on the same texture map so the team colours will work. I have not yet set up the physics and cloth on the flag yet so it is only static, but it should flow like the banners do on my environment.



I've made the game a Capture the Flag game mode now...but that only involves changing the prefix to the map name, but I have the flag capture points in now, so it's a playable CTF game!

Hmm, other things I have done...I have tweaked little bits of textures here and there, adding a few spots of mud or rips to the materials. But nothing too major there. Oh, and I made some blocking volumes to keep players for getting out of the level, it is a bit of a cheap way of keeping them in, but it saves no end of time play testing all the ways someone could escape from the map and then tweaking the map again so I'm not complaining.

An interesting error I have come across, which is almost 100% a user error not a program error, is that I have seemed to hide all of the textures and materials as well as deleting and not showing new actor classes. I have tried flicking it though all the different viewing modes but cant seem to figure it out, which is interesting...Luckily it's not just my map, the base UDK ones are like it too and the textures load when you play it, so I hopefully haven't horribly destroyed it a few days before 1st submission...


Makes it look snowy which is cool, but if anyone knows what has caused this could you just drop me a message with a fix? I'm sure I'll figure it out soon enough but any time saved on this project is a massive help. Maybe I only need a computer restart or something...but hopefully it wont stick around and be a problem...

I just managed to get no errors or warnings while compiling the UDK scripts...so that's a nice little personal victory for me

I was writing this blog as I was working on my other screen and I'm just gob smacked at how fast I'm working at the moment, I cant keep up blogging with everything that's getting done, and that's a really good feeling

/Superlongblogpost

Sunday, 15 April 2012

Caves and Script Changes

It's not been as long as usual since my last update but I'm going to try and update more often in smaller bites for the next few weeks as we're coming to the end of the project and there will be lots of changes and rushing about to come in the future, so here goes...

Possibly the biggest change I have made since the last update is texturing the cave. I have made a very quick diffuse map and quickly gone over it in Mudbox. I still need to improve it quite a bit but for how quick it was to make I think the results have turned out well.

There were a few problems with the unwrapping though, and that has continued to be a pain throughout the texturing of the cave, there are quite a few seams and they don't seem to be connecting well with the normal maps taken out of Mudbox. I seem to remember reading about a fix to this but to save time searching I manually went in with viewport canvas in 3DS Max to fill in the seams of the diffuse and normal maps.

I do intend to expand on this texture, adding unique parts to it in different rooms such as scratches or cave paintings, but that will most likely be a tweaking thing towards the end of the project. Here it is as it stands now though.



The cave itself was around 800 polys but I was getting some big smoothing issues, I applied meshsmooth to it which brought it up to around 3500 polys and I liked the result, plus it fixed my smoothing issues so I decided to keep it. The game still runs at about 33FPS while inside the cave as opposed to around 28FPS outside so the extra polys can be spared.

I have also added a few more of the rocks from outside in the cave to build on the walls as I intended to only build the outline of the cave in Max and then improve on it my adding rocks in UDK. Also doing it this way saves on memory as the rocks are already instanced in the scene so they do not take up as much memory as a brand new mesh.

I also thought that I would post the script for the weapons on here which I did a few weeks back incase anyone is interested in that or can point out any of the errors. I have them recognising the mesh in the game and have them doing damage when 'firing' but I have not yet set up the animations as I don't have them yet, and the meshes don't sit right in the 1st and 3rd person perspectives so I need to tweak the code to get them to sit right.

Here are the 2 files used to make the club work:



Here are the 2 that make the crossbow work:



And here is the bit of code that I changed in the script for the weapon pick up to change the static mesh to the one I have made:


All of the code there was taken from Epic's official UDK help pages at UDN and then edited to pick up my skeletal meshes and to have the amount of ammo and do the amount of damage ect that I want it to do in my game.

I have commented out (text in green) the animation sections for now as I don't have the animation files but I will fix them as soon as possible.

I intend to get the weapons working correctly in the next couple of weeks before the 1st submittal deadline, although that will probably be without the animations. Hopefully I can get that done and we will have a finished looking game ready to show by then, even if it will need quite a bit of tweaking.

So much for shorter blog posts....


Tuesday, 3 April 2012

UDK Extravaganza

Been a while since the last update and a lot has changed since then. I've moved back home for the next 3 weeks over Easter, which is nice because I get to see all my family and friends and it hasn't had an impact on my work so far...instead the opposite has happened, I've been getting more work done.

For a start I have modelled and textured 2 new assets over the last 2 days, well I kinda made 2... It more one that I have cut up to make 2 to save on asset creation time. They are a campfire and a weapon pickup point, they are simple but the plan was always to keep most of the props quick and simple so I can get more assets in. They both have diffuse maps but not specular or normal maps yet, I would leave them without normal maps to save on memory but they are using the same texture file as the walls and that already has a normal map, turns out using 1 map for many objects is actually quite rewarding.

Here is the campfire with fire particle effects (stolen from UDK)


And then the weapon pickup point is simply the campfire without the wood burning.


I need to look at the script a bit more but I should be able to set it so the weapons hover above the custom pickup point as they do in UDK. While on the subject I've managed to get the weapons into the engine so you can pick them up, took a while but it turns out you need a separate package for the weapons rather than a separate group like I was using.

Here's a screenshot of the crossbow hovering over the pickup point, they still need lots of work but it's a great first step.



I have added the barrels from the minor project assignment as they fit the theme of it quite well and its a free asset to add to the project without wasting much time, and every extra prop I add will increase the effectiveness of the overall feel of it.


These barrels also have physics materials attached to them and can be knocked over and fired around, the collision mesh has also been made in a way that means it will hit the tap and stop rolling in a realistic way without having an over the top collision mesh which is great.

Also I have remade the terrain as it was much larger than I needed it to be and it was having a negative impact on the performance. It also plays better now as it doesn't take so long to walk from one end to the other. The 3rd bonus to the smaller environment is that I have less space to fill with objects which also helps the performance as there's less meshes everywhere.



Finally I have the shadows working on the landscape better, turns out there is a setting for the quality of shadows in the landscapes properties that I changed from 1 to 10 and now it has pretty pretty shadows everywhere.



Also I have been improving the ogre texture and that is almost complete now as well as beginning a model for a banner that will be in front of the Mongol camp and in front of the Ogre cave...once that has been made.

So there's plenty more to do but I it has gone very well over the past week and if this keeps up I should have everything I need working with some extras if I am lucky :)

Saturday, 24 March 2012

UDK Environment

I have started building my UDK map for the major project I am working on involving the Mongols and the Ogres. I have built the landscape using the in engine landscape creation tools and have a few static meshes in place inside the map. Most of them are unfinished or have basic textures on them but I want to get as much into the engine as possible so I know its all there and working. Also the lighting not sorted out correctly...hence the weird shadows on the objects and ground...should be fixed soon tho.

I have bots able to run around in it but there are not pathing nodes at the moment so they don't really know what to do other than run towards me or the weapon pickup. I've managed to bake it and turn it into an installable .exe so I can transfer it around which will be useful at the end.

As I'm in charge of the weapon set-up as well I have been looking at getting weapons working in the map too, I have the weapon pickup factory selecting my club, and it hits them when at close range, the problem is I cannot get the coding to recognise the club mesh so it is currently invisible. I'm going to look into this more when I have finished the mesh and rigged it up correctly, hopefully I will be able to get it to work then.

I was going to upload a video running around in the map but blogger doesn't seem to want to upload it, so I'll provide screenshots instead.






I have also been doing work modelling and texturing other objects in the scene but no major changes there, I have been spending most of my time working on my Visual Forms presentation and essay as well as my Critical Studies essay so Major Project has been put to once side somewhat, but I will be working none stop on it soon.

Thursday, 1 December 2011

Lighting and Compositing & Major project

Hey everyone, bit of a late update but hey ho...I've now finished my lighting and compositing project and I'm quite pleased with how its turned out.

To start we had to light a scene with materials such as metal and glass as well as do reflective lighting all with standard lights so there was no use of global illumination ect. We had one day to do this although we could go back and change it, in the end I left it how it was to concentrate on the bigger parts of the assignment.


Then we moved on to the lighting of the untextured hand model that was created at the start of the year, this turned out fairly well and I only used 3 photometric lights in the scene. Here is the finished result.


Then we had to move on the the compositing part of the assignment, this was the part I think I was most successful in but we shall see when I get the grades...I decided to do an exterior night time shot and an interior daylight shot as they would show the widest variety of skill if they worked out well, although I did only add one model to each (or 2 of the same model) to keep it simple so I didn't try to bite of more than I could chew like normally. 

Here is the exterior shot...


And here's my interior shot...


Hope you guys like it and feel free to leave feedback in the comments about any improvements/things you like, its always welcome :)

As a final note I now have to keep a blog or diary of the major project to hand in for marks at the end of the project. The link is here if you interested and I'll try to add a tab at the top of the page. I've created a new blog for this just so people who follow me don't get spammed with updates :)