Tuesday, December 13, 2016

Sci-Fi vs. Fantasy | Update 3

This is a post-final update just to show nearly every piece of architecture that I modeled for the project. I made all of these from scratch, using the picture from Update 1 as a template for the theme and style.


This is the small, vestibule like entrance. It's the building between the outer landscape and the inside of the walls, because it didn't seem right to make some sort of gate in the wall.



This is the section of wall that the above piece connect to. It's not as wide as the standard wall size, it pretty much is the width of the vestibule.



This is the corner wall bit that I made for the turns in the wall.



This is a bit of the taller wall that I used as the connector from the front area to the library. It is tall to accommodate two floors, and so its a bit more impressive to look at from the outside.



Here's how the wall sort of worked - I made a top section, and two bottoms that fit. One is completely closed and the other has a door on one side.



These are all the pieces that I used to construct the interior of the library. The ramps lead to platforms that sort of "climb" up the walls to a top area. There's also the pillar, just for aesthetics.



This is just the roof that goes over the library, which covers the area that the secondary building doesn't on the top.



Here's a sort of "cut away" showing the way the platforms on the interior and how they fit together.



This is one of the "barn" shaped buildings that face the front courtyard, where the outside "tri" arch wall goes. This one in game has a ramp inside it that leads to floor two of the taller hallway mentioned above.



This is the second "barn" that mirrors the first. It has multiple doors, and in game has a bridge leading across the top. This building is sort of an extra room with some clutter assets below, and it also serves as the path to the second courtyard, which you access via the aforementioned bridge.



Here's the short tower "Tower01" and all it's variants. Like the taller walls, it has a standard top and different bottoms. I made three bottoms to fit my needs; a single opening, an "in-line" opening, and a corner opening. The corner openings work in place of corner walls, so you can still move through the exterior walls freely. The "inline" variant works by letting you pass through the tower straight. The single opening is just for tower's I want you to be able to go inside, but that don't serve as a connection to another area.



This is the exact same as above, with the tall tower, "Tower02"



These are some more misc. bits I made. There's the divider walls, (bottom middle) that serve as barriers and accents, the "courtyard wall tri-arch" which meshes onto the open faced barn. It's a unique piece that lets you walk through similar to the outside walls, but serves as the front face of a building and also allows you to walk through it between the inside and outside. On the right there is the ramps, which took the place of where terrain would be before. They can be accessed from the library and allow you to have more open space a bit higher up.



This is just an extra picture showing the detail of the library in fbx form (so I just selected all the geometry in Unreal and exported it.) This is also a bit of a showcase of the amount of assets we were working with; this is a corner of the library and it has hundreds of books, some benches, scrolls, chests, wall torches, and (in game) has candles around. This was sort of the crossroads of where my set dressing job met with performance - I never got any clear indication of how many assets to place and the sheer number worried me that it might slow down the scene. But I was never told that it was an issue so I didn't use anything sparingly.

This is just a third update, post-final, to really show what I've done for this project. There's even more than this that I haven't taken screenshots of, but that's mostly because they're just simple or boring parts that are just shapes; planes for floors, blocks that block off areas and stuff like that, nothing that took any more than 5 minutes to make. It was a really good experience as a sort of juxtaposition from the last project - In the last one I had pretty good detailed images of the chapel I was making. I could get a sense of scale from the average human height and I could cross-check details that needed to be there. On the other hand for this one, I was able to go with a reference guide, but really make it how I wanted it in the end. It allowed me to build the sort of level I'd want to play, which is why (even though it was a ton of work) I'm glad I was able to model the level architecture as well as set-dress and place all the assets my team made. I know every detail of this castle now, in and out, and I can confidently say that I am proud of my work.

I am upset that it didn't come together in the end. It's really tough not getting to see a finished game after spending hours upon hours in here over the last few weeks. Throughout the course of last night, even, I took on a few different roles I didn't think I would. I imported all the UV'd architecture and assets. I replaced every bare FBX item I'd modeled with the UV'd version in Unreal. I manually placed all the assets, I added lights to the candles and chandeliers I placed. I tried to make a dining room that had a hint of a class structure, but looked like it had just been abandoned in a hurry. I tried to put in clutter in a sensible way so that the Nav-Mesh would work for the AI and player to move around unhindered. I made areas with stools and items around that were meant to look like a group of friends had been sitting and talking to each other there, and I tried to make spots where people would naturally store piles of supplies - under ramps, in corners, and against walls. In general, I tried to make some sense of a story in the level, where the place had been maybe evacuated or abandoned in a hurry - stuff is knocked over or bumped askew, but yet the plates and cups are still on the table, candles and torches still burning. Tables have been placed in the courtyard and flipped to be makeshift cover. Books have been strewn about the floor, and nearly all the scrolls are gone because the inhabitants maybe tried to take the most valuable of their texts and spells with them when they left.

 Later in the night, I was the one "on call" for Unreal Engine trouble - when it came to importing and exporting and trying to migrate the project, I was trying to make it work. Once we got the level I made transferred, I was importing every different texture map, AO map, roughness, and metallic map. I made the materials for every item and asset from what I'd imported, and I tried my best to apply the dozens of materials to different parts of items when I was unfamiliar with what went where. The final result to me is disappointing that it didn't come together, but regardless of that I am proud of the work I've done, and even more proud of the work of many of my teammates, who spent just as long as I did doing amazing things in their own areas.










Monday, December 12, 2016

Sci-Fi vs. Fantasy | Update 2

This update is coming right after I gave the level over to Andony. I made all the architecture of the level, and I also imported all the assets and parts to fill in the level. I basically did double-duty on modeling the architecture and being the level designer. I filled out the rooms as best I could, while still allowing the ability to have paths for the AI to run and the player to teleport. Here are pictures of what I've done since last time, including some models from different points in time.


This is the level with almost of all the FBX objects I made imported.



another angle



Here is the interior of a building, showing the way this section connects to other areas.



This is inside one of the outer walls, showing the chandeliers and lighting for them.



This is showing the courtyard with a brick texture for the floor



This is the tower. The greybox section is showing where we intended to have a landscape slope, but I eventually decided we didn't need that. Instead, there's an area that the player can go onto from the library.






These were just a couple more angles.



This is an example of one of the buildings I modeled. I make the shape and put openings where I want them. Then I import it and make sure it all lines up right. If it doesn't, it's pretty easy to tweak the FBX and just reimport.



This is the environment with the (amazing) landscape that Dustin made using asset store content and terrain sculpting. The floating islands are inaccessible, since we are making it so the AI and player can't approach the edge of the island.



This is an example of something that changed. Before, the building on the right was far wider and extended back to where the towers are on the left, and it had a small room underneath. I was asked to open up the level more for more natural lighting and flow. I decided to make a separate building that was open from top to bottom with a bride connecting the interior hallway to the courtyard. It opens it up, it's interesting, and it works.




Here's a selection of the Assets I have to work with. This isn't even all of them.



Here's what I managed to come up with as a dining room for the castle. I made sure to make it kind of messy, as if people had been there. A detail I liked that allowed me to use stools and chairs, is to sort of imply that the "higher ups" all got to sit in one area. They sit in the chairs, where there's 4 people to a table. The lower people (or maybe apprentices) sit on the stools, and are more cramped at 6 per table.




Here's the scene with some lighting added, as well as candles on each table.



Here's the updated area that used to be a terrain slope. Another change that opens up the level more and allows for more movement and more natural light.



Here's with more of the UV'd parts added, and the landscape and some assets.



This is an interior room with some clutter and lighting.



This is a shot of the library which has a lot of books, bookcases, some scrolls, and torches on the wall.



This is a small interior room underneath the bridge to the courtyard. It just has some clutter, as well as a pedestal with some items on it. I swapped that out for a regular table later.



This is the second courtyard with some tables for cover.



This is an exported map from Unreal, in maya.




Here's one of the towers I did.




Here's the main wall I used to surround the courtyards.






Here are the buttresses I used for accents, because they look good and are used heavily in Gothic Architecture.



This project was really stressful, really ambitious, but feels pretty rewarding to have made the entirety of the level and to have set-dressed the entire game.

During work one day an upperclassman (I didn't get his name) essentially told me that I was doing the job of two people and it sure felt like it! It's kind of crazy to think that I did the entire level geometry, and I placed every asset in the scene. Basically when it comes to the level I assembled it all, with the exception of the terrain and foliage (which I believe we made with assets from the store, but Dustin took the helm on that.) Of course, it would have been impossible without the crazy hard work of everyone making assets, texturing, UVing, sculpting, coding, painting, and a bunch of other stuff I'm probably forgetting.

Sunday, December 4, 2016

Sci-Fi vs. Fantasy | Update 1

Here's the first update for our game (still no title, working title is "SciFi vs Fantasy")
I do the level design and building creation. I also put the world aspects together in the engine. Here's the progress we have so far.

Admittedly, I'm a bit worried that we went too ambitious with this. I'm putting in a lot of work but the level is coming slower than I'd like. Our pipeline works well - I do the buildings, give them to Dustin to UV and he gives them to Gabby to texture or paint, then they come back to me to go in the engine - but it isn't as quick as I'd like and it has me worried about the final of the castle.
Here ALL of the Concept pictures I have so far:

OUTSIDE PICTURES
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INSIDE PICTURES
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Here's the final reference I went with for the exterior design. It was pretty much exactly what I'd pictured in my mind, utilized gothic architecture (which I love) and wasn't too too complicated.
I believe this is where I originally found it from a google image search though I can't speak to if this is the true original creator of the image.



Here's also two images of buttress designs I used to make my buttresses (shown later)




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following are pictures from in-engine
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This is from inside the walls I've made. The plan is to have hanging braziers with fire to light the insides, where each light is.


This is with one of the interior rooms removed, but showing where the doors are.