I had some fun in my Tech Art class today. I was able to create a dynamic material that would react based upon the cameras proximity to a surface. Here you can see how I have used it to create a red radius that follows the player and projects itself onto the geometry in Unreal Engine! Could be useful for creating a shield or something!
Friday, 13 October 2017
Red Chases Blue Realisation
For my first project of semester A, I was given the task of visualising the scenario "red chases blue". I was allowed a lot of creative freedom with this assignment, so I decided that I wanted to use this as an opportuinity to learn the basics of Unreal Engine 4.
My main goal was to create a simple level in order to demonstrate the following techniques:
Dynamic Lighting within Unreal Engine 4 - lights that would change from blue to red when something triggered them within the level.
Modular asset creation - I wanted to see if I could create simple level geometry that could easily be repeated within Unreal Engine.
Texture Creation and Normal Mapping: Once I had created the geometry for my level, I wanted to see if I could use substance painter to generate textures to give the illusion of detail.
My idea was to create a space base that would start out in "code blue mode" but there would be some kind of emergency that would cause the base to go into "red alert". This is the "red chases blue" aspect as I wanted the red lighting to chase away the blue lights.
Please see below the level renders I created in 3DS Max:
With the level modelled, I needed to make sure that it would be able to be tiled within Unreal Engine 4. This was my first time using the software so I spent some time trying to make sure all the assets conformed to the grid system. In the end I ended up importing the model as it looked in 3DS max rather than piecing it together in Unreal.
Once I was happy with the level layout in unreal engine I started exporting my low poly and high poly models as FBX files so that I could create normal maps within Substance Painter.
High Poly:
Low Poly:
The high poly modelled door in 3DS Max:
A low poly version of the door with a baked high poly normal map:
The high poly geometry has been turned into a texture:
Please see below my finalised level within Unreal Engine 4. I was unable to implement a change in lighting as I originally had envisioned. However I was able to achieve two of my goals, creating a tileable level and creating normal maps.
My main goal was to create a simple level in order to demonstrate the following techniques:
Dynamic Lighting within Unreal Engine 4 - lights that would change from blue to red when something triggered them within the level.
Modular asset creation - I wanted to see if I could create simple level geometry that could easily be repeated within Unreal Engine.
Texture Creation and Normal Mapping: Once I had created the geometry for my level, I wanted to see if I could use substance painter to generate textures to give the illusion of detail.
My idea was to create a space base that would start out in "code blue mode" but there would be some kind of emergency that would cause the base to go into "red alert". This is the "red chases blue" aspect as I wanted the red lighting to chase away the blue lights.
Please see below the level renders I created in 3DS Max:
With the level modelled, I needed to make sure that it would be able to be tiled within Unreal Engine 4. This was my first time using the software so I spent some time trying to make sure all the assets conformed to the grid system. In the end I ended up importing the model as it looked in 3DS max rather than piecing it together in Unreal.
Once I was happy with the level layout in unreal engine I started exporting my low poly and high poly models as FBX files so that I could create normal maps within Substance Painter.
High Poly:
Low Poly:
The high poly modelled door in 3DS Max:
A low poly version of the door with a baked high poly normal map:
The high poly geometry has been turned into a texture:
Please see below my finalised level within Unreal Engine 4. I was unable to implement a change in lighting as I originally had envisioned. However I was able to achieve two of my goals, creating a tileable level and creating normal maps.
Monday, 2 October 2017
Character Animation
Today I attended the character animation class and was able to create my first ever animated walk cycle! It looks horrendous, it looks clunky, but it was something I wasn't sure I'd be able to do so I am quite pleased! Check it out below:
As you can see I struggled quite a bit with making the walk look natural. My walk cycle currently looks like a robot stomping along. I found keyframing the rig to move in a natural way quite challenging. Hopefully this is an area I can improve upon in the future.
Im looking forward to learning how to rig a character next!
Sunday, 1 October 2017
Learning Unreal Engine 4
Learning Unreal Engine
Currently the free student accounts for Lynda.com are not available, so for now I will be following along with a tutorial series on Youtube from the channel: Virtus Learning Hub
So far I have been introduced to
the basic UI elements as well as creating some simple geometry within the
editor. Below I have given an overview of the elements I have learnt so far.
The UI and basic features
Much like any other 3d Modeling
software, there are three main methods of manipulating geometry within the
editor. These are:
- Translate: Let’s you move an object in a given direction.
- Rotate: Let’s you rotate an object along one of its axis.
- Scale: Let’s you resize a selected object.
These transformations are based
around the X, Y and Z axis. In 3D modeling, X is used to determine height, Y
pertains to length and Z is for depth. So if I wanted to scale an object in
Unreal Engine 4, I could do so along any of the three axis.
See the example below of a cone object that I have scaled along only the Y Axis. Notice how distorted the shape has become!
Snapping
The editor also allows you to
enable “snapping” for each of the transformations. For example If I wanted to
move an object in the scene by only increments of 10, I could enable the
translate tool’s snap feature for precise object placement.
Likewise I can enable snapping for
rotation and scale transformations! See below how I have rotated the box
accurately by 45 degrees. I believe this will prove to be useful when it comes
to composing game levels later on!
The World Outliner
It was to my delight that I was
introduced to the world outliner panel. Much like the Outliner in Autodesk
Maya, or the Layer Explorer in 3DS Max, this window lets you organise the
elements of your scene into folders.
As someone who has worked on large scale scenes before I cannot begin to describe how helpful it is to be given the option to categorise elements of a project.
For me the biggest benefit this
offers is that (if you have been keeping things organised) you can quickly
locate any element within your scene with a simply click of a button. Without
this feature you would have to navigate the viewport and manually locate any
object you would want to edit. This can be especially problematic when working
in larger scenes, where you can be dealing with literally millions of polygons resulting
in the viewport becoming a mess.
The world outliner also lets you
turn off certain elements in the scene. So for example, I could organise all my
lights into a folder and then toggle that folder on and off to keep the
viewport easier to navigate. Or I could decide to place all objects sharing the
same material in their own folder and have them be easily selectable later on
if I wished.
I feel like I am more in control of
my projects when I am able to break a scene down into elements like this, so it’s
great to be given the option to do so. This may be an obvious inclusion but its
importance can’t be overstated. It will be a key feature for me in order to
stay organised and manage my projects.
The content Browser
This is the chief organisation tool
used in Unreal Editor 4. You can create, import, view and edit content assets
here. It also provides the ability to manage the various assets of your game
project. So far I haven’t had much experience with it yet, but I believe this
will be one of the more important features of Unreal Engine 4.
The Modes Panel
This contains a selection of
various tools used within the editor. You can place new geometry into the
viewport from here or create new lights and edit terrain. Each mode is
organised into a specific tab, such as “lights” or “geometry editing”. For the next
few videos in the tutorial series I will be using these features to create some
custom geometry within the editor.
Creating my first geometry mesh in Unreal Engine 4
So far I have used simple
transformation tools found in the Edit Geometry tab to turn a regular cube into
a more complex shape. I made use of the extrude tool and weld vertices as well
as a cylinder set to subtraction mode to create the object. I come from a 3D
modeling background so this wasn’t anything too challenging.
I am interested to see whether
there are more complex transformations you can apply to geometry. I wasn’t
aware the software had an in built 3D modeling element, so I am not sure if
creating geometry like this will merely serve the purpose of blocking in a
level to help with things like collisions. Either way I am excited to find out,
and will continue to document my learning journey!
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