Okay so just before I rendered out my inital video I noticed a couple of problems and fixes I wanted to fix.
The first was adding in some sunlight blockers around the edge of my walls as light was just leaking through very slightly on the corners.
Secondly I upped the lightmap resolution on a number of assets to sort those shadows out and make them look better.
After I rendered out my videos I did notice some specular glitches on metallic/glass surfaces, this actually came down to my roughness being too low, I upped this to 0.2 (Instead of using the input maps) and it worked out the problems I had.
I just now need to re-render out my video, tidy up my level a little more then package it. I've also made a start on getting all my binaries together and writing up my development documentation.
Chris Rumsey - Final Year Project Blog
Sunday, 1 March 2015
Friday, 27 February 2015
Polish Week + Extra Assets
As of writing this post I've basically stopped production on my environment and I plan to start work on gathering everything together and getting my videos rendered.
I also have to say I lost another week of time due to an art test I had to complete for Traveller's Tales, this obviously impacted my schedule but in a slightly positive way outside of this project.
From here I had a few extra days left in the week so I went back to asset production to get a few things finished.
I also have to say I lost another week of time due to an art test I had to complete for Traveller's Tales, this obviously impacted my schedule but in a slightly positive way outside of this project.
From here I had a few extra days left in the week so I went back to asset production to get a few things finished.
Monday, 16 February 2015
Final Week of Production
So last week I didn't get chance to update too much due to a really big interview I had but also Animex Festival, this did however mean I got some feedback from industry professionals.
The sort of feedback I got was to make it a lot more dirty, add more chips and scratches into the wood as well as roughing up the curtains. I also got given a tip of adding in a dark purple light in one of my corners to stop the crushing shadows sucking out all the light.
The majority of this will be sorted in my polish week next week.
The last week was slightly wasted but I couldn't help it with having an interview I had to prepare for and also Animex festival, so this week I'll be crunching a lot more trying to get my few remaining assets done so I don't have to spill over into my polish week.
The sort of feedback I got was to make it a lot more dirty, add more chips and scratches into the wood as well as roughing up the curtains. I also got given a tip of adding in a dark purple light in one of my corners to stop the crushing shadows sucking out all the light.
The last week was slightly wasted but I couldn't help it with having an interview I had to prepare for and also Animex festival, so this week I'll be crunching a lot more trying to get my few remaining assets done so I don't have to spill over into my polish week.
Monday, 9 February 2015
Quick selection of screenshots
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| A couple of other nice assets I've created. The candle was the first time I've used Topogun for retopology and the other is my take on a naval ornament with a big Assassin's Creed twist. |
Friday, 6 February 2015
Ship Wheel Modelling/Texturing Pipeline
I haven't wrote a post yet about my complete pipeline for one asset yet and as I'll be including that in my report I thought it was best to write one now while I still remember everything I've done.
I was looking for an asset to either feature on the wall behind the camera or above the fireplace, typically someone would put something of significant sentimental value on top there, I figured a captains favourite ship wheel would probably suit best.
I was looking for an asset to either feature on the wall behind the camera or above the fireplace, typically someone would put something of significant sentimental value on top there, I figured a captains favourite ship wheel would probably suit best.
Thursday, 5 February 2015
Tweaks + Video Rendering
Big mix of things happened today I managed to make a few changes, have a large set-back and work on my video fly-through.
Finally I thought it was time to start playing around with matinee and getting a rough sequence in for my fly-through. I've never used matinee before, not even in UDK, so this was a completely new experience to say the least, luckily a few tutorials were easy to follow.
Currently as you can see it's stupidly rough but these are the few bits I've picked on to fix:
- Improve the camera going up the stairs
- Make the shot around the globe table a lot slower and not going through the curtain
- Render it out in frames rather than an AVI (Will take 100 times longer though)
Luckily I've factored in a week to get all my screenshots and videos done for the final hand-in.
Tuesday, 3 February 2015
Populating the side area - 3rd February
I didn't expect to do another post this soon but I've been pretty busy and I don't fancy doing a huge post at the end of the week. I also made a few amendments to my schedule, for some reason I thought we had around 3 weeks left until the hand in, turns out we actually have 4 so my schedule is now as follows:
Current week: 1st Feb
- Assets to populate the environment
Week 2: 8th Feb
- Larger assets
- Outside area
Week 3: 15th Feb
- Medium/Small assets
Week 4: 22nd Feb
- Week dedicated to polish
Week 5: 1st March
- Render videos/screenshots
6th March Hand-In
Week 7: 8th March
- Report and documentation
Current week: 1st Feb
- Assets to populate the environment
Week 2: 8th Feb
- Larger assets
- Outside area
Week 3: 15th Feb
- Medium/Small assets
Week 4: 22nd Feb
- Week dedicated to polish
Week 5: 1st March
- Render videos/screenshots
6th March Hand-In
Week 7: 8th March
- Report and documentation
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