This week we seemed quite well on track with things and were
doing well. It was just a matter of finishing assets and getting them in a
scene in UE4.
I will just bullet point the major things that happened
during the week since it’s easier and faster to read/ get through.
-
I modelled and started texturing the wallpaper and
table, Having fun with roughness maps and the new PBR method
Games Console I created, spent way too long on this. |
Table I created, loving the new roughness map in UE4 |
Floor and walls I made for the scene |
-
I decided to start off the engine stuff and create a
very small white box scene in UE4 to test out what our setup would look like.
Very rough whitebox in UE4 I made |
-
Nearly all of our initial assets are finished and we
have a finalized scene done by Thursday.
-
After that Ben took over the engine build and started
to create the final scene from scratch while building all the lighting so there
wouldn’t be any problems at the end.
-
At the end of Thursday Tamsin and Charlotte went home,
but myself and Ben go over what needs changing in the scene to give it more
life back to the drawing board. Baring in mind me have 3 days to pull this off.
The scene at the end of Thursday before we polished it. |
-
We printed off a current scene and started drawing
over it adding a lot of new assets to create a better scene.
-
We created a new asset list which consists of about
10+ assets that need to be created the next day.
-
Friday = Intense asset creating day, we managed to
make 10+ assets between us and manage to create a really great looking scene
-
I was assigned to create a shelf and a bedroom door.
They turned out very nice, I love the emissive I put on the door to simulate a
light on outside the bedroom.
Bedroom Door I made, quite proud of it. |
Shelf I created |
-
We surprisingly managed to pull it off and created all
the assets we needed, and we got them all in the build of our engine, Ben was
tweaking his character and placing all of new assets in the engine.
-
Weekend comes, Ben does some polishing to the level
and I finished texturing the shelf and put that in the engine with Ben, he
creates some cool light effects that come out the TV and sorts out the
composition for the level.
-
Project is finished and we were ready to present. SUCCESS!
Final scene in UE4 |
Queen of the Dead Post Mortem
Overall I think we were successful with the brief and had a
different or unconventional idea with the project, and I think we managed to
pull the concept off really well, I loved the character that Ben created,
together with Charlottes toys and Tamsin’s throne it really brought the scene
together.
We had a lot of humour in our level and it was a light
hearted approach to the brief. The fact that we had a bad start but then picked
it up with a great new idea was awesome, I guess there was some luck that we
came across that idea and stuck with it in my opinion.
I also really liked that we were capable and managed to
create about 10 assets in a day and really polish up the level, although if we
created all of our assets quicker and got them done at the start of the 2nd
week we would have had a lot more time to think about polishing and pushing the
scene to pack more of a punch.
I think one of the main criticisms was that we didn’t push
the scene enough and emphasise the scary “King of the Dead” with the shadows
and silhouettes of the character. The ending was a bit rushed since we only had
the weekend to technically polish it and only Ben was working on the polish so
we didn’t have much input during that time.
Due to us being so late with the polishing, some parts of the
room looked a bit flat, it would have been nice to have some decals or more
detailed textures on the wallpaper I did and some of Tamsin’s assets, just to
bring them to live a bit more. The wallpaper is just a plain texture with a
slap on random roughness texture on it, originally we had planned to have some
wallpaper tears and crayons/scribbles on the walls.
Final scene zoomed out |
We could have emphasised the chair or throne a lot more by
making it bigger and by creating a better shadow casted on it by the character,
the devil horn shadow we wanted to incorporate from the headset didn’t show as
well as we had hoped.
I spent too much time creating the console, which is barely
shown or noticed in the final scene, I used 2 texture sheets for it which was a
bit excessive, I just think it was a waste of time creating it that detailed
and making a high poly model and baking that down. The emissive for it was a
tad bit strong too although it was controlled and toned down in engine.
Although I did learn
quite a lot more about baking and became confident with it. It was a nice
learning opportunity.
Some post processing effects would have been nice to give the
room a glow or have some dust floating around the whole room, Ben created some
cool panning textures to go in front of the TV but it wasn’t enough as it’s
really subtle.
The lighting in the level is alright, it sort of takes away from
the character and washes out some of the chair and character but lighting is
one of those things that needs a long time to perfect, again we just had a week
to sort most of the lighting and polishing out.
Ben's Character for the project |
Even though Ben’s character looked very nice, the skin looked
a bit plastic and her eyes looked slightly dead one of the typical problems
with video game characters. If we criticised each other more on our assets we
would have been able to improve them and push them further.
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