Posts

P1 Blog post FInal

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 Currently, I have completed the final stage of my P1 Level.  - I have implemented the lightning, after many many attempts, and many different styles of creating it, it has been perfectly created. I have a flash of lightning, that has another flash on a second or two offset, both of which light up the room in a flash of light blue color, perfectly contrasting against the warm orange lighting that fills the room. This was created using blueprints in a material node, with JPEG's of lightning images slapped on top of an opacity mask and emissive channel with a timer on it as well. The time controls how long the flash stays up for and how often it flashes. Now if you duplicate this, you can set the timer to flash on a slight slower or faster rate, allowing for the impression of two bolts firing off one after the other.  - As for any final assets, I have modelled some bottles, pages, and open books to scatter among the floor, creating a sense of clutter and hurry. - I have als...

P1 Blog post 4

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  - As of lately I've been working on finishing the lightning effects, small hero props, and animating some props.  - Most of this has shown no success and has been rather difficult to accomplish. I was not able to transfer my animations over to UE5 which was frustrating. I looked up many tutorials and what not as well and nothing came up.  - I spoke with professor Jamie and he said he knew a way to work on the lightning effect that would create the effect I was looking for.  - I spent a bit of time working on a small mech spider that the tinkerer would be working on at his desk, very cool. It's almost finished in the modelling stage and has been UV unwrapped until now.   - I'll be working on this and the other mini desk props as well as any final touches (Such as any lighting effects and animation I mentioned previously) to incorporate life and movement into my level. Down the line I'll also push to add audio and cinematics. - The animations in mind curren...

P1 Blog Post 3

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 - Recently I have been working on the hero props which will consist of all of the mechanical body parts. These consist of : torso, inner organs, spine, heart, head, limbs. I had to make the torso in Z-brush so I had to wait for that at the time but it has since been acquired and the torso completed. I've completed the spine so far as well and am currently in the process of finishing the inner mechanisms or the organs. Afterwards I will move onto the limbs, heart and so fourth. The mechanism on the left was a scrapped pelvis-like piece. It didn't come out the way I planned for, and the one on the left fit in much better. Much more ridged and crunchy, as the one on the right seemed a bit too futuristic.  - As for other objectives, I have used the Niagara System to create some particle effects such as fireflies outside the window, and sparks rushing from the electric panel on the left wall. I'm further looking to create a timing effects for the sparks, so that they will run o...

Proof of tech 2

- Recently I've been running into struggles with some more complicated asset creation such as the lantern I recently created - I spent almost an entire work day figuring out how to create a lamp with some minorly complicated topography as well as trying to fix world lighting and spawnable lights to fit in with my lights. this also ties in with the mood of the level. - I've come to realize also that my building is a little small for what I'd like to put in in.  - A MAJOR issue I have come across is SPP files NOT saving, so if I wanted to return back to it to tweak and modify textures, I am simply unable to.  - Progress has been slower than usual do to frustrating bugs and topology tweaks that take up plenty of my time, though I have made plenty of progress thus far.  - Right now, I'm going to take a step back when I work on my level in class today and look at the bigger picture. I need to remained focus on what needs to be done first and last and reiterate what my mai...

P1 Creation

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I've finished the blockout of my P1 and begun creating assets. I've stared with medium sized props, that fill most of the area as well as walls, floors, etc. Finishing these assets early on will allow to spend more time on the hero props, as well as refining or tweaking anything along the way. One of my major hero props I have finished was the clock made to fit the size of the window.  This one took quite a few hours and numerous set backs occurred, though it turned out fairly well and added a large amount to the tower.  Many other assets have been modelled and textured this far as well. Filling the tower with its mid and macro sized props time-wise has been incredibly smooth this far which will, again, allow me to spend more time working on my hero props.  Once I've finished filling the room with most mid sized props, I can then start to fill them with the micro assets that come along with them such as books, papers, bottles, etc. the things that come along with each big...