Wednesday, 11 February 2015

FMP - Concepts and Worldbuilding

So the first couple of weeks of FMP I was working on getting concepts down and doing some more world building and idea generation.

We are creating a slum environment pack and demo environment for our Final Major Project at Uni. Hopefully we will create the assets and tools to allow anyone to create a level or environment based in our city or just a generic slum environment. We’re putting a British twist on the city but other than that we are mostly creating modular, reusable asset packs.

The city is set in a large cove providing shelter from the harsh storms and winds experienced on the flat planes above. As time went on the cove has been slowly opened up by the extreme weather and the cliffs have broken down opening the city up to the incredibly harsh waves and storms from the sea. This city is struggling to survive between the windswept heaths and the destructive sea. To protect the city a breakwater was created which had little affect on the huge waves and so an even larger breakwater was created to protect the lucky and wealthy leaving behind a section of the city to face the elements. This is where our level will be situated the slum near Breakwater 31. We watched films like Children of Men, Snowpiercer, District 9, Elysium and have used game worlds such as Half-Life 2, Last of Us and Homefront as reference for various ways to create the depth of world.






 





After that I spent my time focused on getting the base materials down which I'll do another post for, we've also made a Polycount and Unreal thread for the project.



Wednesday, 4 February 2015

ISS Cupola Baked

So I baked the Cupola down the other day and I'm pretty happy with the normals that came from it. and my progress through the journey of Baking is going alright at the moment :) Next up work on the albedo so I know where I'm going with the roughness and then after that some more modelling!



More clean future-looking version

Saturday, 31 January 2015

Behind the Door: Part 4




So this isn't finished as such but its to a point that I'm happy to leave it for a bit and focus on FMP. Some of the main crit that I have got is lighting and material definition so I think areas such as the flat struts of the triangle sections and the flat panels need to be improved upon. I also want to make some more geometry for it maybe some cuboards or a switch board or something science-y. I also want to end up making the arms for the end of the corridor still.

Polycount Thread

I was really happy, it runs really smoothly in the Rift even though most of the textures are still quite high resolution. Ben Keeling came to Uni yesterday to talk to us and give us crit and he has really helped with FMP and with this project.

I'm going to start doing some FMP updates on this blog as well but for the time being go and check out keproject.co.uk!

Sunday, 18 January 2015

Behind the Door: Part 3

Still working on this... the lighting! definately working on the lighting and feel maybe the walls need some more detail.






Thursday, 15 January 2015

Behind the Door: Part 2 Baking

Another post about baking! Hopefully this time from a less confused person. After implementing the critique that Ben Keeling had for me last time my bakes have improved. It took a lot of time experimentation and confusion to get here though. I found that smoothing groups work to a certain extent but don't quite cut it.

Smoothing errors!
After struggling with creating a low poly that wasn't crazy topolgy-wise I talked to Rich Carey who linked me to a script on Polycount that averagely weights the vertex normal. This almost entirely fixed my smoothing errors and bakes so I made sure I looked into how it worked and what was happening. The vertex normals from the smoothing groups and average weighted vertex normals are clearly different and this has a massive effect on the end result of the normals.






Forgot to upload the concepts
 





ISS Cupola Work In Progress

I've been modelling the International Space Station's observation pod in my free time here and there. Its for a friend's short film so I want it to be as accurate as possible and I'm loving Sub-D modelling so wanted to really focus on improving that. fingers crossed everything in the reference image will be modeled soon.




Just some base colours and base values for the spec and gloss
Reference

Sunday, 14 December 2014

Behind the Door: Part 1

Since being back in Leicester I've done a few different things but mainly been working on some fun high poly modelling. We were set a new brief for a couple of weeks before FMP starts and over Christmas holidays, I chose to work on the Behind the Door project set by Ben Keeling. The idea is to improve our ability to work to a pre-existing asset in a similar way that you may be needed to complete an area someone else has started. Paul Pepera's piece is an awesome place to start as the colour scheme and palette has been skilfully chosen and refined and the visual style has been set along with a small amount of context.

http://www.peperaart.com/
I decided on going for something small, repeatable and hopefully refined I want to try and optimise the environment for use with the Oculus Rift DK2 that I have been experimenting with. Unfortunately that is quite difficult to display on a blog but as I go along I will find out how to show that side of things. The idea at the moment, based off a few images on my moodboard is to create a chamber for manipulating a harmful or difficult to isolate substance. I've come up with a simple blockout based off the idea of fusion reactors (where the plasma needs to be suspended in an impressive electromagnetic field) and Neutrino dectors (which look equally as awesome but allow more of a chamber rather than a loop).

Neutrino Detector
Fusion Reactor
Fusion Reactor Explanation

Current blockout
Concepts for the mecanical arms.

Pinterest Board Here