Wednesday 20 December 2017

Task 2 - Issues encountered during the development of the scenes 20.12.17

Issues Encountered During the Development of the Scenes


The creation of the scene did encounter some issues, most of it coming from the lighting side. Due to this being in its prototype stage, the assets were not much of a concerned for me. But the lighting errors have to be resolved to avoid any artifices, such as light bleeding etc.

Light Placement

The lighting in the folder tab
One mistake that I did do is the placement of the lights in the game. All of the lights have to be done in the persistent level, otherwise I will get a lot of lighting errors in the other levels. Furthermore the persistent level is the one that is always active across all the levels, so that is the perfect place to add all of the post-processing, light-map importance etc.

The lighting re-build issue in the sequencer
 A strange re-build error appears during the sequencer. I am uncertain why this is happening, but this could just be a certain blueprint that I am missing in the level. This is something that I will be investigating further in the Unit 2.

Texture stretches in the scene
This project is still in the testing phase, but this is an issue that I need to look out for. Certain textures on the materiel, can cause the asset to look stretched. This could because of the texture coordinate being at the wrong scale. Another issue is the fact that it could not be a procedural texture one. This kind of method will allow to keep the same scale, regardless of the asset size. I will look into this during the development of the game.

Lighting

modular lighting

Tuesday 19 December 2017

Task 2 - Scene comparison with Top-down design 19.12.17

Scene comparison with Top-down design



With the scenes made I can now start on the sequencer process. I matched the idea from my top-down designs so I can perfectly capture the cinematic scene. All of the assets have been placed to the exact spot, so that the scene matches with my idea. I am happy with the outcome of the scene and I will be further improving it in the post processing.

The top down idea from the storyboard imported into the scene.
To make sure that the scene matches my storyboard idea, I had to import the image from my Photoshop file and put it into the Unreal Engine. It is there that I followed my design idea from that image, so that the end result will be an exactly the same. Not everything was mentioned in the top-down image, due to the vast amount of detail. regardless it was added into the Unreal and it now looks like the idea I had in my mind.

Monday 18 December 2017

Task 2 - Unreal Scene Breakdown 18.12.17

Unreal Scene Breakdown

With the storyboard made and the environment complete, I can now start work on the sequencer to make the scenes. I tried my best to make the cinematics that compare closely to my storyboards. Even though I followed the idea, there were some parts that I had to change. All of this will be explained in the storyboard breakdown. 

Scene 1



Shot 1 - I perfectly captured the first shot in this scene. The crystal monster runs across the scene and zooms into the landscape. Not much changes need to be added to this shot, other then the post processing techniques.

Shot 2 - This shot may have less crystal trees compared with the sketch drawing, but the main idea is there. I may have to adjust the angle position of the character, other then that I have captured the shot I was after.


Shot 3 - I decided to add in another shot for my scene one. The character looks out to the distance, getting a idea from the landscape. I wanted this kind of shot in because I wanted the player to see that he is in a unknown location and trying to figure out what to do.


Shot 4 - I decided to do some changes to shot 5 and 6. rather have two shots to show the character push the button, I instead did it all in on shot. I also changed the camera angle, so that the player knows what he is doing. I would have liked to go for the close-up shot, but it would not make much sense considering the fact that the play knows what he is doing.



Shot 5 - No adjustments was made when I created this shot, other then the change from a clicking sound to a particle effect. By doing this it will have more meaning and the player will know what is happening.


Shot 6 - The final two shots from my storyboard match the ending shot for my scene one cinematic. The change being that I have the two characters walking the landscape, rather then just the one. This will lead to a change to the gameplay, but this will all be mentioned in my FMP.

Scene 2



Shot 1 - The first shot of this scene perfectly matches my idea from the storyboard. The Unreal scene is missing the rock falling, but this will be added what I add in the additional details.



Shot 2 - I did adjusted the angle of the drone going into the cave, only so that the player get a clearer understanding of the shot.


Shot 3 - The third shot in my scene matches with my storyboard idea. The crystal tress in the storyboard idea have been replaced with my bushes instead because I do not want them to take too much of the scene.


Shot 4 - The creature in the storyboard has been replaced with a crystal monster instead. I did wanted the tentacle monster that will lead to a giant boss, but I decided to go for a crystal monster so I can save some time. This will lead to the story being changed, but it should not be too much of a problem.


Shot 5 - The angle of the shot may be different from the storyboard, but did get the shot I was after in the Unreal scene. The landscape end shot was altered to be more of a third-person shot, so that the player will be able to get a better view of the terrain.


Shot 6 - This shot was a simple one and I did a good job of capturing the exact same shot from the storyboard. The main idea of this scene is to make it fast-paced, so when I get to the post processing I will make some more adjustment to the scene.


Shot 7 - This shot follows the main idea from my storyboards and no alterations will be need for this shot. I may change the sound for this shot, but for now I will keep it as it is.


Shot 8 - Originally this creature was only going to appear in just two shots in the 2nd scene, but ended up being in three shots. This was only a minor change and change the story to be more about the creatures introduction. This kind of story idea is better because it shows that the world is full of strange beings, adding more to the story element.

Scene 3

 
Shot 1 - The scene follows the main idea from my storyboard. During the unreal scene, the camera will continue to move across and change to another position. The rock formation that you see in the storyboard has been replaced with crystal pillars instead, to save me some time.


Shot 2 - A slight change was made to this scene. A change the camera from a third-person perspective to a first person one. I wanted to make the player see more of the landscape and in the process get a closer look of the strange object. To do this I added a slight rotation, just when he gets to the end of the cave.


Shot 3 - The storyboard matches well with the Unreal idea, although I did not add in the QTE. I may consider to add in a multiple choice QTE, but for now I will keep with just the scene idea. When I do add in the QTE, I will use the other shots that I drawn in the storyboard and add them into the Unreal Scene.


Shot 4 - I did a good job creating the unreal scene to match the storyboards. I am yet to add in the particle effect, but that will be done at a later time. I did replace the tentacle with a crystal instead because I wanted t save some time. But the idea that I have now is good and it goes well with the crystal theme.


Shot 5 - Again just like the last shot, I had to change the story in order for my other shots to make sense. As the drone scans the crystal, it will begin to expand and take the player to another world. I did however, take some of the camera idea from the storyboard and added it into the scene.


Shot 6 - The final shot will take the player into another world and the gameplay will begin. The creature may be different, but I have still made the idea that I wanted. All I need to do now is to add in some extra details and that will be done in the post processing.

Task 2 - Cave Creations in Maya 18.12.17

Cave Creations in Maya

The caves in Maya
For the caves, I made some simple planes and have them next to eachother. taking a bit of advice from a YouTube video, if the player does not see the edges then I do not need to make a fully modelled cave. This simple method will also make it easier for me to UV.

The UV layout

To ensure that the assets texture work well I have filled out the UV to cover the 0-1 space. It was a simple model so the UV was not too hard to do. But the large scale will ensure that the textures will be very detailed.

The lightmap

A lightmap has also been applied to the assets. Following the method from my environment assets I made sure they follow the same texture size and that they are at an 90 degree angle. That way I will avoid any lighting errors.

The cave in Unreal
With the assets in the engine, I need to make a hole in the terrain in order fro them to work. Again, I used a YouTube video in order to get this idea. At the current moment there are no texture present on the assets and in addition to this, there is a slight seam issue. This will be explained in another blog. One idea that I am thinking of is a seamless texture or some other advice texture that I have learned during my 80's cinema course.

Task 2 - Unreal Scene Shots 18.12.17

Unreal Scene Shots

I have covered this in the unit 2 blog, but I will also display it here. As you can see the environment matches well with the storyboard plan.

Scene on does a good job in displaying the landscape from a birds eye view. The crystal bushes also help to build up the foliage in the area.

Scene 2 was the biggest environment of the three and did well to adjust the height map to fit the landscape scale. There are some missing textures but these will be address another time.

The cave sequence in this level follows my initial plan. I add need to add some more assets into this scene to show off more the underwater setting.

The alt shots main focus is mainly on the character, but for scene 3 (right image) the asset placement helps to show some signs of life.