Monday 23 March 2015

Skybox

Lewis;

I found a tutorial for the creation of Skybox images for the Unreal Engine and started to follow the instructions.

A programme called "Spacescape" by Alex Peterson is a recommended app to use for the creation of a Skybox image. After creating the Skybox you would save the image and it would export around 6 images that would have to be sewn together in Photoshop. In order to do that the Nvidia texture tools had to be downloaded. I attempted to open the Spacescape software but it didn't seem to work. It may be a possibility I'll have to wait for an updated version.




Monday 16 March 2015

Bridge statues

Here's the completed model for the statues present on the bridge.


Now I'll be moving on to UV unwrapping the previous models.

- Chloe

Production Plan - Progress - 16/03/15

The Team's Progress as of 16/03/15. 11:44 AM

Maps of London in the 16th Century

Figured We Could use these to help us when putting the assets in engine.



Sunday 15 March 2015

Environment Modelling - Buildings

Models of two unique and two more generic buildings from Tudor times.

I used references below, and an Image of St Paul's Cathedral to try and scale them correctly, as I knew Lewis used it at very least for height for his cathedral.






Minor asset progress

The finished models of the assets I've been working on. Once I finish the bridge decorations, everything will be ready to be UVed and textured.










-Chloe

Model progress


Cathedral Development

 Lewis;

The texture is far from finished and the wall texture is going to be improved next.
Other maps are also going to be taken so that we can add roughness and metallic properties to certain areas.

The first screenshot is of the texture tests in Maya, this was solely to check that the borders and the textures were correct, not for any lighting or rendering reasons.



This screenshot was of the current texture applied in engine, seeing how it reacts to the different lighting style.


This lightmap is a custom one which is not the best and certainly needs improving.


This lightmap was an automated map that Unreal made itself.


Monday 9 March 2015

Minor asset progress

I tried to make a start on modelling some of the minor assets needed, but due to problems with my own version of Maya I had some difficulty...


Here's the start I made with the cart. The main body of it was an easy job, but I'm still working out how to do the spokes on the wheel before I copy and paste it to the other side. Maybe it would be easier to use a transparent texture, but I don't think it would be very convincing, seeing as the player would be able to get close to the model.



Here's a very quick start on the barrel I did after having difficulty with the cart wheels. I need to add another set of rings and tidy it up a bit, and it should be good to go for UVing.

-Chloe

Sunday 8 March 2015

Cathedral UV

Lewis;

This is the UV layout for the textures of the Cathedral. There are a lot of nooks and crannies that don't need unique details, which is why there is a ton of overlapping UV's.

Regarding the light mapping for Unreal, there will have to be zero overlap, which will mean everything will have a smaller area inside the grid.




Possible Walk Cycle?


Wednesday 4 March 2015

Cathedral Scale Test

Lewis;

This is a video of a quick scale test of the Cathedral using a FPS document in Unreal Engine. I used first person to get a better sense of the scale.


Monday 2 March 2015

Boss Character 'Pestis'


--Emily Bruce

Bridge modelling progress & statue sketches

The bridge model started today in lesson so far:



Also, a design for the statues on the bridge. Could possibly be based on a wyvern? Additionally, it could probably do with some simplifying so that it's easier to model, if we decide to go with this design at all.



-Chloe

Pestis ZBrush Attempt


Signs & Rigging, Skinning and Animation Research

Trade Signs


Rigging Videos






Skinning Video


Maya 2015 Animation (For Beginners)

Minor asset designs

Some smaller assets to be modelled and placed into the scene.


Some form of cart used to collect and transport the dead bodies of plague victims.

Broken and intact barrels to space around the bridge.


The lamp posts were trickier, because I couldn't find any examples of 14th century outdoor lighting. I did, however, find some examples of lanterns.

http://www.medievaldesign.com/restricted/immagini/1grande_3638.jpg

As we need outdoor lighting to help light the scene, I took these lanterns and tried to incorporate them into an outdoor lamp.


Here's what I ended up with. I'm still not sure about the design of the lantern itself yet, and the colours need work.


-Chloe

Sunday 1 March 2015

Environment Model

Lewis;

The Cathedral-esque building is close to being finished in terms of modelling. I still need to think about what can be textured in the place of extra polygons. The building will not be interacted with or approached closely by the player, therefore there is room for extra texture work over polygons. A quick test in the engine will show whether I have scaled it correctly, which will allow me to continue.



In the image below, the small green highlight near the entrance is a cube representing a 6ft figure.


This is the view of the Cathedral from the figure.


Building a custom RIG




Ideas of skeleton structure-


  •  8 joints in backbone, will cover neck and below waist.
  • Will include hip joins
  •  Inverted joint for wing bend
  • Wings will act as hands with no finger joints, able to curl inward.
  • Wiggle joints will be added to ribs and hat rim.
  •  Possible to use hinge joint?
  • Using the Cluster tool to create joints


How to-


  • Open Script editor.
  •  Select, ‘Ployselectconvert- newcluster- evelope- 1’.
  •  Move it over to your custom bar.
  • Shelf editor.
  • Rename it.
  • Joint cluster- CVC – Create Volume Cluster


This will create a centred cluster based off of the selected faces on the model. Essentially making a snap-to joint within the model.

  • Next, save it. 
  • Select the chosen faces, the click the CVC Button.
  •  Make sure to unclick it before moving on.
  • This is helpful for creating finger and wing joints.


^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Making joints for wings in maya, different 
approach.

--Emily Bruce 

Character Ref