Term 3: Week 9

Week 9 of FMP Development

For this final week I spent my time making sure the functionality was working and the blueprints were working which included the spawning of assets, particle systems and portals.

2016-06-16 (11)BluePrint1

The next nine images show the Heaven Platform after it had been populated, not all the assets are in, the Wolf (Amaterasu) hasn’t been positioned in the cave yet and the portals have not been completed.

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The next image was an idea I was toying with, I was always going to have walls on the Heaven and Hell platform but I wasn’t sure how, so I created a dilapidated wall but decided against this as I wanted the platform to flow from heaven to hell as hopefully can be seen in the texturing between the top and bottom of the platform due to the alpha mask I used to create a gradient that blended the two platforms together.

The wolf went through several stages of development too. the first model I did was very basic and didn’t work in the end so I scrapped the model and found a new reference and started again. I used a line tool to basically draw around the reference image and the extruded it and converted it to an editable poly. I then used symmetry and created the two halves of the wolf and joined them together. I attempted to rig it and then add a fur modifier which in the end due to time constraints I had to put on the back burner and I never got time to complete them. The mistake I made was adding the bones and skin modifiers first and then trying to add the texture. I managed to get a good looking fur after several attempts but when I exported the file the fur modifier never came with it.

 

I was disappointed that I didn’t managed to get it to work how I wanted but in the end I textured it in Photoshop and created two textures for the same model, one for Amaterasu which is white with red markings and one for Tsukanami (the mood god) which is black with blue markings. I do believe I forgot to change the colour of the markings so the mood god wolf is black with red markings. This is not the only error in the game but I counted those as 3 errors and one bug. They do not overly affect the play of the game but I could improve these at a later date.

 

HellWallScreenShot WolfScreenShot WolfScreenShotWolfFurScreenShot

The next model is my favorite, The gates of heaven. I found a really nice reference and I found it fairly simple to create but I feel they looked stunning, especially when they have the matinee working on them so they open. Even though these gates only open one way which could also be improved they still function. There is a bug here due to the dynamic gravity that I didn’t think was possible due to them being at a 90 degree angle my son found a way (accidentally) of standing on the gates horizontal to the ground while they opened the gates and because the actor is constantly in the trigger box area the gates kept opening and shutting.

HeavenGatesScreenShot TexturedBridgeScreenShot

comparisonModelToRef

Portal Blueprints

At the start of the project there were two ways in which i could create the portals. The first way I tried was to use a master blueprint and add the blueprint functionality to that and then create child blueprints of it and add a node that would allow you to specify where you wanted to teleport too from a specific portal. The downside of this was that you ended up doing a loop of the portals and end up at the wrong portal on the first teleport attempt. I found this unacceptable and looked for another way which is when I came across another YouTube video which demonstrated a way of creating portals using an interface which gave the desired effect. So I created a user interface and a blueprint of a Portal, I added my Archway to the mesh, applied no collision to the box which i used as the portal itself. Once I had done this I worked on the Blueprint and then added a 2D scene Capture to it so you could see through the portal to the other portal.

Mechanics:

Before I added all the assets:

After the assets were added (most of them anyway)

References

 51n3QZG6b1L._SL160_

wolf research: – Grambo, R. (2008) Wolf. London: A. & C. Black.

Crosswalk,. Istock_000020794016Xsmall. 2016. Web. 14 June 2016.

Deitiesdaily,. 4129784_Orig. 2016. Web. 14 June 2016.

Hindle, Holly. Free_Wolf_Lineart___Side_View_By_Cunningfox.Jpg. 2016. Web. 12 June 2016.

Newworldencyclopedia,. 380Px-Amaterasu_Cave.JPG. 2016. Web. 14 June 2016.

San Diego Museum Of Art,. 2E65964bcd59d050b4c4dec478f0a172.Jpg. 2016. Web. 14 June 2016.

San Diego Museum Of Art,. 1966.202.11.Jpg. 2016. Web. 14 June 2016.

Tokiotours,. 07/01C7c-Izanami_And_Izanagi.Jpg. 2016. Web. 14 June 2016.

Term 3: Week 8

Week 8 FMP Development

This week was spent finishing off models and importing everything into unreal engine.

These two screenshots are the start of the Earth platform being put together, I have added in the bridge and the archway which will house the portal to Heaven.

For the portal I used an interface and blueprints.

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These images are of the gate to Yomi (Japanese Hell) and the archway that would be used for the Heaven and Hell archways. I have used the same model but with different textures to represent the different areas.

I used the Shinto Shrine as the gateway to Yomi as it keeps with the theme of the environment.

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Here are blueprints of that enables the matinee so the gates of Heaven open and the second sets the day/night cycle once you go through the trigger box.

2016-06-16 (11)BluePrint1

This is a screenshot of the wolf I created, I tried to add a fur modifier to this but I should of added this before I added the bones and skin modifiers.

In the end i just used the wolf without the rigging and just added a normal texture for the wolf. It was actually two textures for the same model, One for the mood-god and the other for the sun goddess.

WolfFurScreenShot7c65c212721b142585064455b9fe2d5c298879-okami

References

unisci24, (2016) OKAMI 298879. Available at: http://unisci24.com/data_images/wlls/37/298879-okami.jpg (Accessed: 14 June 2016

Frostgrave, (2016). b7cb64048946b8b6f7e5d4baa2f85e63.jpg. [image] Available at: https://s-media-cache-ak0.pinimg.com/236x/b7/cb/64/b7cb64048946b8b6f7e5d4baa2f85e63.jpg [Accessed 14 Jun. 2016].

Crosswalk,. Istock_000020794016Xsmall. 2016. Web. 14 June 2016.

Deitiesdaily,. 4129784_Orig. 2016. Web. 14 June 2016.

Hindle, Holly. Free_Wolf_Lineart___Side_View_By_Cunningfox.Jpg. 2016. Web. 12 June 2016.

Newworldencyclopedia,. 380Px-Amaterasu_Cave.JPG. 2016. Web. 14 June 2016.

San Diego Museum Of Art,. 2E65964bcd59d050b4c4dec478f0a172.Jpg. 2016. Web. 14 June 2016.

San Diego Museum Of Art,. 1966.202.11.Jpg. 2016. Web. 14 June 2016.

Tokiotours,. 07/01C7c-Izanami_And_Izanagi.Jpg. 2016. Web. 14 June 2016.

Term 3: Week 7

This week I have spent time on production. I have been specifically looking at creating the platforms and making sure that models are to scale in correlation with each other.

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The above images are of cherry blossom trees and texturing of a bridge to look like a Japanese bridge in respect of style and colour. I chose Cheery Trees because I wanted to keep the assets in tone with the theme, I feel this adds to the experience of the player. I managed to take photos of several Cherry Trees around where I live which i used to model the tree itself. The same applied to the bridge, it had to keep in theme, I wouldn’t of liked having a Japanese based environment with its mythology to have a typical English bridge. It would have been out of place and would of taken away from the experience.

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I textured half of the bridge and then duplicated it to replace un-textured parts to complete it.

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b7cb64048946b8b6f7e5d4baa2f85e63Japanese-Garden-Design-Plans-with-Red-Bridge-930x697

Due to putting all the models together to see how they look together I decided that the Archway needs to be bigger.

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Bridge in texturing progress.

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Once I had completed the bridge I decided it need a couple of tweaks, the side railings should have gone through the posts and they should have been shorter so they stopped with the last posts.

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For the waterfall I added a panner effect to the texture to give it an effect of flowing water, I wanted to add a steam effect at the bottom of the waterfall using a particle effect but this was something that was an optional effect that I would of added if I had the time.

References

Apcconcept, (2016). Japanese-Garden-Design-Plans-with-Red-Bridge-930×697.jpg. [image] Available at: http://www.apcconcept.com/wp-content/uploads/2013/02/Japanese-Garden-Design-Plans-with-Red-Bridge-930×697.jpg [Accessed 14 Jun. 2016].

 

Frostgrave, (2016). b7cb64048946b8b6f7e5d4baa2f85e63.jpg. [image] Available at: https://s-media-cache-ak0.pinimg.com/236x/b7/cb/64/b7cb64048946b8b6f7e5d4baa2f85e63.jpg [Accessed 14 Jun. 2016].

Term 3: Week 6:

Term Three: Week 6 Targets

Today I have been experimenting with hand texturing in 3DS Max using the viewport canvas tool. I started off with a Pyramid. I converted it to an editable poly and added a UVW unwrap modifier, I then opened the editor and chose to flat map it. I closed the editor and went to the Tools menu and selected Viewport Canvas.

I started off with shading on the grey scale for the diffuse map:

SmallV

Next I imported a Traditional Japanese colour palette and applied it to a plane in 3DS Max so I could use the colour picker effectively so I could ensure that the colours were correct.

ColourPalleteTest

I then decided to test some colours for a tree and practiced shadows and highlights. I also used the blur tool to blend the colours in.

ShadingTest

 

As you can see I practised with creating blossom as well. I plan on practicing more but also using my Wacom to give more control and a better outcome.

Day/Night Cycle and spawning objects

SpawnTest_BP1_screenCap SpawnTest_BP2_screenCap SpawnTest_BP3_screenCapSpawnTest_TimelineTest1_screenCapSpawnTest_TimelineTest2_screenCapSpawnTest_TimelineTest3_screenCapSpawnTest_SpawnDelayWorked_screenCap SpawnTest_BP4_errorFixDelay_screenCap SpawnTest_setup_screenCap Timeline_screen_cap

Here are screenshots showing the transition of the sun after I added the blueprint. I used timeline which was effective and after playing with the settings I got the timings right.

I used a sequence and a delay first to spawn an object but after a bit of input I realised that it wouldn’t work in all scenarios and I realised that I could spawn an object using the finished node on the timeline.

Particle System

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