Quantcast
Channel: Unreal Engine 4 – 80lvl
Viewing all 367 articles
Browse latest View live

Peculiarities of Interior and Exterior Design

$
0
0

Leyla Demirpolat described the production of her amazing French Pavilion scene. It’s a detailed look into the creation of the environment, composition, materials, sculpting and post-processing.

Introduction

My name is Leyla Demirpolat. I am Turkish German. From 2007-2012 I studied Computer Science at the University of Applied Sciences in Mannheim, Germany. Shortly before I began writing my Bachelor’s Thesis, I also became interested in Computer Graphics.

The university offered a class called “3D Modeling and Game Development.” When I heard about this class, I immediately decided to take it. I had a lot of fun and learned a great deal about 3D Computer Graphics. When I became more familiar with 3D topics I felt this was an area I wanted to learn more about.

Shortly after graduating I started working in a software company, called KOBIL Systems GmbH. Even though I loved working there, I decided that I couldn’t work in a technology company for the rest of my life. I wanted to get more creative and I knew that there were other options for me. That’s how I began searching for schools and ended up in the best School – Gnomon School of Visual Effects.

01

My Interest for Environment Creation for Games

Before I start talking about “The French Pavilion” I want to explain how I got interested in Environments for Games. When I first started studying at Gnomon I knew very little about 3D. I didn’t know if I wanted to become a character artist, a vfx artist, animator or a prop artist.

I wasn’t even aware of the differences in the workflow between the film and the game industry. Everyone kept asking me what I wanted to do but I couldn’t answer it until I started taking Nate Stephens‘s “Environment Creation for Games” class two terms ago. Nate Stephens, Lead Environment Artist at Sony Santa Monica, is an amazing artist who knows a lot about the video game industry. His way of teaching and explaining the techniques shows how experienced and talented he is. Taking his class cleared my mind, everything started making sense and I finally knew what I wanted to do.

It was and still is incredible to create environments and props that may not be able to physically exist or create something you have always dreamed about. The feeling of creating something new, something nonexistent, fascinating people with my creations brings me such joy and excitement. I learned a lot from Nate Stephens about asset creation and modular environments for games. I use his workflow for all the environments I work on.

Creating the French Pavilion

I have amazing artists all around me and get inspired everyday. My classmate, Maria Fernandez Hermida was working on a beautiful baroque piece and motivated me to start with this project.

As I was looking for some rococo interiors I found an image of “The Pavillion Frais.” As soon as I saw it I fell in love with this sophisticated building.

02

In my opinion the most important step by creating an environment is to get good reference and analyze it. That’s what I did, I gathered many reference images and watched a good amount of videos made about the pavilion. I also looked for repetitive objects and similarities in the scene to make it easier for me.

Production of Objects

My next step was blocking in my scene in Maya and building objects that will be further refined and detailed in Zbrush. Then I imported the assets into Zbrush for the detail sculpting.

03

In Zbrush I ran Dynamesh on the mesh and sculpted in some larger details before I added cracks and surface noise. Once the high-res was done, I went back to Maya, to generate my low-res mesh. I usually use my blockout as the low-res, but sometimes I have to decimate the Zbrush sculpt and bring the decimated version to Maya to clean it up. After the high-res sculpts and the low-res meshes were complete, I baked my normal maps and ambient occlusion maps using xNormal.

Sometimes it is easier for me to go to Substance Painter and bake my maps here. It is way faster and less complicated. You bake all of your maps at the same time and can use them later to generate your maps.

04

Building the Materials

Speaking of Substance Painter, it is time to talk about building the Materials. I used Substance Designer and Painter to generate the textures. I have my own small material library that contains basic materials such as gold, concrete, marble, brick wall, wood and plaster. One of the main materials I used for this scene is gold. I created several gold materials with different roughness intensities in Designer and blended them together in Painter to get unique looking assets.

05

07
08

10

Another material that I used a lot in creating “The French Pavilion” was marble. The marble floor with different geometric shapes is one of the highlights in the scene and one of the reasons why I fell in love with it.

11

I divided the main shapes into groups. There is a unique star in the center part and two different shapes duplicated around it. The main salon is octagonal and is surrounded by four cabinets. Two of the cabinets have wooden flooring while the other two have black and white checkered flooring. I created 4 different tileable marble textures and assigned them using my id-map to the meshes in UE4. I also created one wooden floor and two different marble textures, and duplicated them around the star.

12

13

14

15

Material setting in Unreal Engine 4 – Example Mirror

16

My “Unreal Engine Master” instructor, Kyle Mulqueen, at Gnomon helped me a lot with my UE4 questions during the process. I want to share with you one great way creating the mirror material he showed me. The first step is to drag and drop a “Scene Capture Cube” in the scene. It looks like a camera and captures a cube map from its location on every frame. I placed mine right in the center of my mirror mesh. After placing the “Scene Capture Cube” I created a “Cube Render Target” so I can use it within my Material. Then I generated a “Cube Render Target” and set it as the “Target texture” in “Scene Capture Cube”.

17

The next step was to make a Material Function (or just a Material if you do not want to mask parts out for the aged effect) and plug the “Cube Render Target” to EmissiveColor. I also baked a normal map so my mirror appears assembled from the three mirror pieces, and to give it an aged looked I used an alpha map.

18

Lighting in the Scene

I am in the “Digital production for Entertainment” program here at Gnomon. There are several lighting classes during the Program, such as “Lighting and Rendering with Mental Ray” or “Lighting and Rendering with V-Ray.” I learned how to light in different situations in Maya, although lighting in Unreal Engine is much easier. Of course it takes some time and practice, but is less complicated in my opinion. I always use a directional light as my main light source and place spotlights and point lights wherever it is necessary.

19

Indian Temple Scene (compared to the French Pavilion).

I also want to talk a little bit about my first environment for games project – “Indian Temple”. It’s a project I created in Nate Stephens‘s “Environment Creation for Games” class. As I mentioned, I use Nate’s workflow for all the environments I work on. There were no major differences between both projects, despite that one is an interior and the other one is an exterior. In my opinion, closed areas are always easier to handle than open ones because dealing with lighting is easier, you don’t care what is outside, you don’t have moving objects such as birds, and it is manageable.

20

The modeling, sculpting, baking and texturing part was the same. I modeled in Maya, sculpted in Zbrush, textured in Substance Designer and Painter and lastly arranged both of them in Unreal Engine 4. For the Indian temple I also used World Machine to create the landscape and Speedtree.

21

How Do I Know That it’s Done?

For me time always flies when I am sitting in front of my computer and when I am creating. My desire is to find enjoyment by what I am doing and to spend my life becoming one of the most successful in this field. The French Environment scene took me about four weeks. I could have spent way more time on it to make it perfect. But sometimes we have to move on, start with a new project and make it better, or see another concept or image, get inspired, and move on to the next one. I am still in my learning phase and I know that there is so much to learn, which I am very excited about. It was an interesting and fun project! Thank you for checking it out!

22

24

23

26

02

25


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , , , , , , , , ,

Feed enhanced by Better Feed from Ozh


King Wash Laundromat: Realistic Scene Building in UE4

$
0
0

Clinton Crumpler from The Coalition (Gears of War 4) talked about the production of his amazing King Wash Laundromat scene. It’s an exciting environment experiment with beautiful lighting, hyper-realistic look. Clinton was kind enough to go into the smallest details and talked extensively about the pre-production stage, as well as about his search for colors, the creation of materials with Quixel and the general production in UE4.

render_exterior_frontmiddle

Introduction

My name is Clinton Crumpler, and I am a Senior Environment Artist at The Coalition in Vancouver, BC, Canada. We have an amazing team and are almost done with Gears of War 4. My role consists of work on the look, development, and art creation of environmental aspects of “The Swarm,” the newest threat in the Gears of War universe.

Previously, I was an artist at Bethesda’s Battlecry Studios, KIXEYE, Army Game Studio, and various other independent studios and contract projects. My primary focus is environment art, shader development, and art direction. I have also produced a number of video tutorials with Digital Tutors on game art pipelines and production, and I am about to release a collaborative textbook with Sam’s Publishing focusing on game art development using the Unreal Engine.

As for my personal time, I enjoy designing scenes from specific times and places in history. It can be fun taking a seemingly mundane image or idea of a place and giving it character within a 3D environment. Crafting mood or telling a story through visuals is my favorite part of the environment artist’s production process. Working on personal projects also gives me the ability to test my artistic abilities across multiple disciplines of game development such as lighting, composition, and art direction. Below are a few samples of my past personal works:

Untitled image(2)

Untitled image

Untitled image

Untitled image(2)

bunker_04_ccrumpler

Past works in Unreal 4

Additional samples of my work can be found on my website or my Artstation.

King Wash Laundromat

In the following topics I discuss the process that I use to create the King Wash Laundromat. I step through the general process I use for production and hit on a few key notes of technical or organizational aspects of my process.

Concept

When initially determining a location and concept, I stumbled across the image of “Laundromat at Night” This inspired me to delve deeper into the intricacies of a laundromat set in the late 80s to early 90s.

nix_laundromat_at_night_2008

Lori Nix, Laundromat at Night, 2008, from the series The City .

This was the second time I have had the opportunity to work on this project. The first time was in 2011, while I was still learning about environment art production. I really wanted to create an interesting composition out of a seemingly mundane location, while adding a touch of color contrast to enhance the mood. I created this environment using UDK (Unreal Engine 3) and took a couple months in my spare time to create. While I was pleased with the result at the time, upon revisiting this work, I was happy to see how my talents have grown to produce the newest version of the scene. Below are some samples of the original 2011 project.

UDK King Wash Laundromat from Clinton Crumpler on Vimeo.

download

download (2)

downloadas

Original King Wash Laundromat Screenshots from UDK (Unreal 3) created in 2011

Mood and Visual Storytelling

Mood and storytelling is critical when creating a realistic, everyday scene. It can be very easy to simply emulate a real life location such as a bank, car wash, or a laundromat. But because the typical viewer sees these locations on a regular basis, the real challenge as an environment artist is telling a story, evoking a response, that is captivating and inspiring the viewer to look closer at the piece, and investigate the insinuated backstory to the piece. In order to achieve this, it is important to establish the aesthetics of your project early on and understand the mood, tone, and setting you are trying to establish.

While reworking the 2011 project, some of my original ideas changed in terms of what I wanted to achieve in the visuals, as well as its influences. I wanted to create a similar nighttime atmosphere, but add a bit of an eerie and lonely feeling. I wanted to instill that this laundromat was in a more isolated dark area instead of a city. I also still wanted to retain some of the varied colored lights from the original scene. In looking for references, I started to draw more on nighttime photography of isolated nighttime buildings and varying color palettes of nighttime scenes. I really liked the visuals of the softer peach and pink against the moody bluish green cool colors set in the background.

Below are some of the photos and films I found influential in determining the style and look development of the scene:

hk-2

Meet Me in the Morning: Photos by Henrik Knudsen

1

The Ghost Writer, directed by Roman Polanski.

2

Fight Club

3

Photography by Paul Nevison

4

Belmont Eco Laundry

Referencing these images, I could better understand the tone of the scene and my general lighting scenario that makes each image visually compelling. I could also begin to visualize how to lay out various cameras, lights, and points of interest.

Additionally, I often find visual influence from the games I play. Examining density of scene assets and visual construction of a scene in today’s games provides context for what other developers and artists are producing. With this knowledge, I can judge what level of visual capacity my scenes need in order to meet the latest standards of game art direction.

Some of the most influential games while working on this project in particular were The Division, Batman: Arkham Knight, Dying Light, Rage, and obviously the Gears of War Franchise. All of these games have a good sense of color vibrance and saturation, and all generally have a good contrast range. They all use filmic color grading and visual techniques to make more a more movie-esque visual style. The easiest way to understand and emulate a painting, movie, or game is to take a single frame or still and break it down to its simplest colors. It’s easiest to think of this as a kind of squint test. If I squint or blur my vision and look at the image, I can learn a lot about the palette by asking a few key questions.:

  • What colors are easiest seen?
  • Where is the focus of the image and how do the colors draw your eye?
  • What colors are in proximity to each other?
  • Where are the resting places or darker dull colors within the color palette?

Examining the palette can help establish what kind of color style and palette early on in a project.

Below is a screenshot from Batman: Arkham Knight

2559796-bak_sshot072

Batman: Arkham Knight

Below is a blurred perspective of the same image. Notice the color palette becomes more visible. Isolating the color palette to core colors (between 4-7) makes for a strong composition.

batman_palette

Batman: Arkham Knight screenshot blurred to primary colors clearly

batmancolorpalette

Batman: Arkham Knight screenshot color palette 

2011-12-28_00004etl63

Rage

rage color palette

Rage screenshot color palette 

The-Division-Ingame-Screenshot-2

The Division

divisioncolorpalette

The Division screenshot color palette

After examining these games and looking at some of my influential images I landed on this color range for my final outside palette:

colorpalette

King Wash Laundromat Color Palette

I find that while choosing the visual style and language of the scene, it is excessively important to gather as much reference of color palette, composition, style, and asset components. Not only is online reference gathering important, but I love to go out on foot and find real life references. Taking influence from where I live and work every day makes for easier image gathering and the opportunity to get out and actually measure the real world equivalent to the assets I’m making. Establishing the correct scale and real world use of an asset can really help to make or break a scene and help settle all of the individual assets into a scene together. Sometimes the internet just doesn’t cut it and I find myself questioning, “Is this asset the right size?” It may seem strange at first, but understanding real world spatial distances and correlations by taking a ruler out and measuring a door, a window, or a shelf helps my projects and gives me a keener eye for 3D scene creation. Below are a few images I gathered around town to get real world reference for the laundromat.

b62bf1a6-5df8-42a0-aecc-bea1307d647c

a789c07a-de37-46eb-9d21-51ba0bd98978

b83db23d-e418-40bc-a606-3e088bc2279b

b12a3d03-4fd5-4cca-a8c4-3b548a50fdadGathering Real World Reference Photos

Gathering as much reference online as possible to fill in the missing gaps allows me to get more creative and combine ideas found in different images. Taking the idea of how the window decals look in one scene and adding it to how the door looks in another helps me culminate my favorite aspects of each image and reference into my project. Below are some random images that helped me establish the final look of the laundromat.

moodboard

Gathering Online Reference Photos

For collecting even more ideas, I find that using Pinterest can be incredibly helpful. When I tell people this I mostly hear a lot of “Isn’t that for like wedding and cooking ideas?” While this is generally true, there are also an increasing number of images that can be used for reference from photography, film, games, and other inspiring visual media. I also use Pinterest to upload my own images and reference I find anywhere online to collectively bunch my thoughts into one place that I can access from anywhere at anytime online.

pins

My Laundromat Pinterest Board

Goals of the Project

While beginning any project it is important to set goals for yourself.
I had a few goals in mind to improve my own artistic ability and process.

  • Better comprehension of lighting and understanding of types of lighting (static, moveable, stationary)
  • Deeper investigation into post process and Look Up Tables (LUTs)
  • Balancing large and small props while keeping player or camera perspective in mind
  • Creating mood and setting visual tone

Project Management

Time management and understanding how to pace yourself in a project is hugely important while working alone or in a small team. It takes a lot of self motivation and can help to break down each part of development into smaller, more easily digestible chunks of time and effort. Also as a game artist it is vital to not work on in a vacuum and to be observant of new techniques or construction pipelines used by other artists to achieve the best visual results. At the same time, I have to balance how much time to invest with each individual asset compared to looking at big picture. It can be alluring to spend hours perfectly tweaking a small asset or prop and later find that it is almost completely cast in shadow in the end scene. Using time-saving measures can help to ensure overall project success while helping maintain a steady and productive workflow.

Trello

Trello is a major part of my production process while working on solo or small group projects. It holds me accountable and is a cheap system for moving forward in a project and tracking progress. While starting out I can easily separate the project into individual tasks or parts. This helps me take production one step at a time. It is also a very helpful reminder tool, documenting bugs and keeping track of where I left off on certain tasks. I typically will use it to show the progress made on certain aspects of the visuals. I may make a list for models and meshes, then another for textures, and then move the “card” per asset from one list to another as I complete different parts of the process. Best of all, it’s persistent online so you can access it from anywhere at anytime.

trello

Trello Board Setup

Production

Tools

My primary tools for this project were:

  • Maya and Zbrush for modeling
  • Quixel and Photoshop for texturing
  • Mightbake for texture baking
  • UE4 for game engine

Blockout

When first blocking out the scene, I tried to keep the pieces as modular as possible. At this point in the process it’s best to not force yourself into a corner; I prefer trying multiple placement scenarios of assets and proxy meshes to try and get the most satisfaction overall. Using a quick modular kit can keep the ideas flowing and easily tested. Spending time working out the kinks of the design at this stage can definitely save time for the remainder of the project.

modkit

A quick kit of modular pieces used to establish the initial blockout

Using a good scaled model of a person can be another strategy for beginning to block out and understand scale and dimensions. This can help to confirm proper scale measurements in the scene. I typically scale the man to my size but a general rule of thumb is to make your person reference around 5′ 11″ in cm or 180.34 cm.

referencescaleman

Scaled reference person asset in scene

Assets

After creating a basic asset list using Trello, I started to work on the assets from biggest or most dramatic impact on the scene to the least. A common pitfall is getting to the end of the project and realizing that some of the props or assets you originally set out to make, or made proxies for, are not as important or are outright unnecessary. This is why it is important to create the key pieces first and work down to the less important aspects of the scene. Large assets are also good to check for scaling issues or visual sightlines in the scene so you can make the necessary changes early on in the project.


Laundromat top load washer asset

props

A few of the assets used in the scene

Typically when creating assets, I work with quick proxy models first to populate the scene and then replace them over the course of the project with the fully developed asset. I typically will apply a brightly colored or simple color fill on the proxy meshes. These placeholder meshes can keep the focus on what assets are missing and serve as reminders for the overall scale of the project still to be completed.

emergencylights

Emergency Light Prop

Lastly, remembering the scale and player perspective is very important for creating assets. If the camera and player are always in 3rd person like in a game like Gears of War or The Division it is important to get a good overall visual read from materials, wear, and silhouettes on assets from a mid level view. Meaning some aspects how you create the asset will need to be exaggerated or slightly enlarged to get a good overall visual for the player. While a first person game such as Dying Light or Call of Duty allows the camera and player to get much closer to the environment and therefore development of the assets needs to be a bit more on the micro level. This is not to say the quality of either is adjusted overall, but instead understanding the distribution of texture density to best suite the type of gameplay perspective for the most optimized game visuals and experience. For the laundromat, I took a third person visual route and placed emphasis on some of the wear and tear and roughness values throughout the scene.

5 The Division – Third Person Perspective

6

Dying Light – First Person Perspective

Materials

Most of my materials in the scene use one of two master materials. The two primary materials are a generic prop master material and a generic tiling floor, wall, ceiling type material.

Prop Master Material

mastermateril

Prop Master Material Set Up

The prop master material had a few unique functions to make the process of importing new assets and setup much easier. To name of few of the material’s functions and what parts they played:

  • RMA Texture packaging – Using the individual channel of a single texture to place my Roughness, Metalness, Ambient Occlusion, and sometimes using the Alpha channel for emissive or subsurface. This allowed me to use less texture memory with only one texture import versus three. I can also easily manage all my textures in one Photoshop file. When using this method, I make sure to change my compression settings appropriately for the texture in UE4.

combined_RMA

Channel Packed RMA Texture

  • Tuneable roughness and tint separated by whether the area of the mesh is labeled as metallic or nonmetallic. I did this using an If node in the material editor. I controlled the roughness or tint pending whether the material’s metalness was above or below .5 (since most all nonmetals are well below .5 and most metals are above .5).
  • Ability to input specific emissive texture, use the alpha of the diffuse as emissive, and control the emissive color injected into the light propagation volume separate of the final emissive glow output. This is done through the lightmass replace node in UE4. I can set the amount of emissive influence injected into the light propagation volume separate the emissive shown in editor. This is really useful if you have a bright light that you want to overdrive the emissive for to get a good bloom, but you don’t want to overpower the lighting within the scene.

lightmassreplace

Lightmass Replacement Material Setup

Tiling Master Material

For this project I ended up creating and using about 9-10 tiling materials using mostly the same master material. Each would sometimes have two texture sets for a damaged and a non-damaged version. These two versions would be blended in the scene using vertex paint to give the final result. Some other switchable features were a tiling dirt overlay and a water/puddle material that were also both paintable by vertex color.

plasteranimated

tileanimated

Material Vertex Transitions

woodtile

glasstile

Basic Tiling Materials

Quixel Suite

Working inside of Quixel Suite on the vending machine

usingquixel

7

Breakdown of Textures used to compose final television asset

While creating assets for the scene, my primary texturing tool was the Quixel suite. Using ddo allowed me to work through texturing the assets very quickly, while maintaining good quality. Often I can find myself noodling too much with each little part of texturing an asset, especially larger or more complex ones. Before I textured each asset, I used a material mask that I rendered out of Mightybake that labeled each type of material on the asset with a color. Then using the mask, I found that I was quickly able to take on each section of the mesh one at a time and keep a clear vision of moving on to each part while texturing. At the end, I would go back and add smaller detail touches and overlays to get the final material result.

Laundromat Washing Machine rendered in Marmoset

Blueprints

As I use the UE4 engine more and more, there are more cases where a blueprint will make life much easier and will quicken production speed. I know very little about coding or programming, but knowing some basics can help make simple, yet very useful blueprints. While developing a scene, it’s vital to keep in mind that the composition, placement of assets, or lighting may change during its evolution. The better assets are being managed, the easier time you will have as an artist. Even just grouping asset with blueprints can be a big help.

Some of the first assets I remade from the former scene were the laundromat machines (washers and dryers), each of which had doors attached. While placing these assets in the scene I found it quickly frustrating to continue to place a door on each mesh and rotate it to a degree that looked best. In order to combat this I created a blueprint to set a random rotation on the door every time the blueprint is placed in the scene. Then after I tested a few versions of how far it opened, I clamped the number to make sure the door would never open enough to clip into the object next to or in front of it. I also set the random angle that the door was open to favor being closed or nearly closed. This allowed me to quickly move the asset in the scene until I was happy where it was placed and then not have to worry about the accompanying door attachment.

blueprint on door

Dryer Door Blueprint Setup

doormoving

Blueprint in action

Another blueprint that I set up for this scene was the overhead lights. I knew I would be using these lights throughout the scene and didn’t want to have to set up the lighting scenario each time. Also if I decide to change the lighting I can simply do it through the blueprint rather than a per light scenario, saving me lots of time and allowing for quicker iteration and testing.

Lighting

Lighting has always been a challenge to me, as it is for many other environment artists. It is really about trying to understand the process and how each light behaves and how it plays with the surrounding materials. Even with the perfect setting of materials, lighting them properly can make or break a scene.

In this scene I experimented with a balance between realistic and moody lighting. When I first placed more realistic light setups in the scene, it had little contrast and overall just felt too well-lit for a kind of eery dark nighttime scene. Then when testing with fewer lights, the scene became too dark, which can be an even worse scenario for an environment artist–to make a ton of assets and them place them all in a dark room. To get a better idea of my lighting setup, I turned the saturation within the post processing volume to 0 to get just a grayscale image. This helped to visualize the balance of lights and darks within the scene.

lightingonlyKing Wash Laundromat – Lighting Only

After trying a few lighting scenarios I found a balanced middle ground by using a spot light with a slightly narrower cone with a soft falloff on the sides. Then to emphasis the feeling of concentrated light from the bulb, I added some tube-shaped point lights over each of the bulbs in the ceiling lights. Lastly, in order to add a bit of mood I added a cone-shaped mesh that used a sort of cloudy god ray look. To quickly speed up the process of testing all these lights together and how they would interact, I created a small side scene to test baking the lighting on simple geometry. I also ended up using this room to test materials under different lighting conditions.

testinglighting

Vanilla Lighting test scene

One last thing to keep in mind with lighting is that sometimes hand placing lights can make a huge difference in creating a more visually appealing finished product. Sometimes a single overhead light won’t cut it and can make the scene a bit flat and dull, and by placing a few point or spot lights subjectively around the scene I can help to frame specific assets and points of interest in the final scene. I like taking a few artistic freedoms when it comes with lighting as I find it leads to a more compelling end visual.

smalllights

Hand placed smaller lights can bring more interest to specific parts of your scene and highlight some assets

Post Processing

Post processing is one of the most rewarding parts of working in the Unreal engine. It really has the potential to turn a good scene into a fantastic scene with simple tweaks within the editor. Post processing in UE4 has a lot of special functions and the ability to add some extra tweaks on your own through blendables. I ended up using a lot of the film and bloom options to achieve the final, more cinematic result. As an additional blendable, I added a simple function to slightly sharpen the final image as well.

postprocessingoptions

Unreal’s many editable post process options 

postprocessingvolumesettings

King Wash Laundromat’s post film settings

One of the most influential parts of post processing while working on the laundromat was the use of color grading or Look Up Tables (LUTs). LUTs are used to take the real time rendered image and change how each pixel of color is represented in the final rendered game. Using a lookup table, I can skew or alter the brightness, saturation, contrast, or specific color of any one particular pixel of color in the final scene.

While choosing the LUT of the laundromat scene I referenced some of the games I discussed earlier, as well as look at some influential films to see how they were using color to achieve the movie-esque quality they all shared. Also by focusing on the color palette I discussed earlier, I was able to narrow down my overall look development. With a few small tweaks you can see how dramatically the scene can shift in overall visual quality and contrast adding a nice finished touch to the final product.

withoutpostprocess

King Wash Laundromat with no post processing – Notice the difference between the use of the LUT compared to the final scene

Results

Here is the final screens from the King Wash Laundromat Project:

render_interior_left_01

render_interior_right_01

render_interior_right_02

render_interior_left_02

render_interior_left_03

render_closeupmachines_01

render_exterior_left_01

render_exterior_right_01 Closing

In closing I really enjoyed revisiting old assets and seeing how I have evolved as an artist–not only in my comprehension of visual language and style but also technically. Looking back and reflecting at old work can be a powerful method to see personal growth and understand areas that you should continue to improve upon.

For more of my work, visit my portfolio or my artist Facebook page for what I am working next. This project can be found on Artstation. I am also currently working on videos to provide more thorough breakdowns of the technical methods I used to create this scene. You can purchase this UE4 scene to take a look for yourself on my Gumroad and Cubebrush. It will also be available directly on the unreal marketplace in the next couple weeks.

Thanks for reading!

Clinton Crumpler, Senior Environment Artist

INTERESTING LINKS

LIGHTING COMPARISON IN UE4 AND CRYENGINE

STUDYING LIGHTING & MATERIALS IN UNREAL ENGINE 4

LIGHTING SCENES: REALISTIC LIGHTING FOR AUTODESK MAYA AND MODO


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , , , , , , , , , ,

Feed enhanced by Better Feed from Ozh

WIN GTX 1080 WITH THE UNREAL E3 AWARDS

$
0
0

Epic Games and VentureBeat are about to bring more recognition to the talented teams showcasing great games and VR experiences at or nearby the Los Angeles Convention Center during E3 2016.

Here’s how it works: If you’ll be be announcing or demonstrating an Unreal Engine game at E3, shoot an email to E32016@unrealengine.com to get it on our radar. Details you provide will be kept strictly confidential.

If you miss this step, don’t worry. We’ll be attending many press conferences and events, and scouring the show floor the whole week. If you’re making news or showing your Unreal Engine game anywhere, you are eligible. Epic is rounding up a massive list of games for the GamesBeat editors to review, and the editors will nominate and select our winners.

Here are a few folks on our respective teams that are covering the award candidates, so feel free to tweet at us and tag @UnrealEngine and @GamesBeat if you like: Dana Cowley (@danacowley), Chance Ivey (@iveytron), Daniel Kayser (@danielkayser), Dean Takahashi (@deantak), Giancarlo Valdez (@_boogs), Jason Wilson (@jason_wilson).

Judging will take place on Wednesday, June 15, and we’ll distribute awards on-site on Thursday, June 16.

Epic Games

Every winner will get one of the greatest prizes developers can imagine – super powerful GTX 1080!

GTX1080_gallery_1-(1)-639x375-676981246

What is more, it is stated that Epic Games will choose two teams to send to the GamesBeat Conference, August 1-3. The lucky ones will get a chance to talk about their own projects.

Take a look at the categories:

THEME: HIGH-END VISUALS
NAME: “EYE CANDY”
This award is given to the most visually impressive Unreal Engine title at E3 2016 and rewards the usage of leading-edge graphics that push the medium of interactive entertainment forward.

THEME: DESIGN
NAME: “KILLER APP KILLER”
This award is given to the game that features the most compelling mechanics or intuitive design. Nominees will make us consider the possibilities of interactive entertainment and inspire others to think about the medium from a new perspective.

THEME: ADDICTIVE
NAME: “CAN’T STOP WON’T STOP”
This award is given to the experience that our judges simply can’t put down. Nominees will make players forget about their surroundings and compel them to focus on the intended experience. The winner is simply awesome and will lead to fun-induced sleep deprivation.

THEME: ESTABLISHED IP
NAME: “SHUT UP AND TAKE MY MONEY! AGAIN”
This award is given to the most impressive project that is a part of an established IP with an energetic fanbase. Nominees will push their franchises forward while exciting both existing and new players about their worlds’ potential.

THEME: NEW IP
NAME: “THE HYPE IS REAL”
This award is given to the project with huge potential as an all-new IP. Nominees will spark interest in not just gameplay, but through original characters, worlds and the potential that is put on full display during E3 2016.

THEME: BUZZ
NAME: “WATERCOOLER MOMENT”
This award is given to the project that creates most talked about moment of E3 2016. From a major game reveal to an undeniably impressive demo or a major twist that flips the industry on its ear, this award goes to the Unreal Engine team or project that produces the most buzz.

THEME: IMMERSION
NAME: “THE GREAT ESCAPE”
This award is given to the VR experience with the deepest immersion. With the newfound capabilities of VR on full display, this project places people in truly believable worlds that excite the senses and inspire imaginations. Nominees will reinforce best practices of VR design and demonstrate how the medium is delivering absorbing experiences.

THEME: VR TECHNICAL ACHIEVEMENT 
NAME: “VR VOODOO”
This award is given to the VR experience that best exemplifies outstanding technical achievement. Nominees will showcase stunning effects, highly-detailed characters or environments, fantastic physics or other aspects that support technical ambition and prowess in VR development.

THEME: AWESOME
NAME: “HARDWARE MOVER”
This award is given to the game that offers the most fun experience overall. Nominees will be equally as intuitive as they are innovative while providing players with a sense of wonder and enjoyment. This is a game that will move hardware units – be it VR headsets or consoles – right off the shelf.

THEME: TRIUMPH
NAME: “UNREAL UNDERDOG”
This award is given to the team that pushes the limits to achieve an amazing showing for their game or experience at E3. Focusing on not just the product, but the people and process behind it, this award acknowledges a team’s perseverance to make a big splash at the show.

Official Press Release


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , , ,

Feed enhanced by Better Feed from Ozh

Building Intricate Dioramas in 3D

$
0
0

Anya Elvidge creates some amazing 3d dioramas for her projects. We’ve discussed the production of these pieces: modeling, details, materials, ligthing and post-production. Her style is absolutely amazing.

Introduction

I’m Anya Elvidge, or Anya the Artist as I tend to market myself. I’m a student, though I’m set to graduate in July when I will be finally let loose to find work in the game industry. I live in Leicester, UK, where I have just reached the end of my studies in Game Art Design at De Montfort University.

I’ve only been making game art for 3 years as part of my degree, but I quickly began to realise that my passion was with environment art, specifically creating little worlds in the form of dioramas in UE4. The first diorama I created was at the end of my second year, just under a year ago, and it really kindled my passion for environment art. Since then I’ve been focusing on improving my portfolio so I can get involved in some awesome projects.

Figure 1 (2)

Most recently, I’ve been working on my Final Major Project for university.

Figure 2 (1)

Figure 2 (7)

Figure 2 (6)

Figure 2 (5)

Figure 2 (4)

Figure 2 (3)

Figure 2 (2)

It was a 20 week long project, and I chose to create a set of 3 hand painted stylised dioramas in UE4 based on the writing of fantasy author Robin Hobb, who was kind enough to give me permission to use her IP. Each diorama is playable, and has various sounds and animations to add to the atmosphere I’m going for. In fact, you can download and play my ‘game’ here if you want.

Dioramas

I actually just recently did a little lecture to my course mates about my dioramas, and this was one of the big topics I focused on. Dioramas have such a huge number of benefits, particularly to those just starting out in environment art, where perhaps a team isn’t available for you to work in, or you just don’t want to spend months working on one scene.

The biggest benefit to working on dioramas is how safe they are, and yet they are still very interesting to the viewer. You have very little to consider outside the assets you are creating and how you will present them the most beautifully. You don’t have to deal with much in the way of coding, or creating immense vistas, or composing an area from multiple angles as you move through and around it. Additionally, it’s very easy to plan your time for something so small, and for school projects this can greatly reduce the stress of planning a project and trying to meet a strict deadline than with full environments.

I also like dioramas because they’re just so concentrated. They’re small areas of a high quality and you are completely in control of every little aspect of how it will look at the end. You can get away with not using huge tiling sheets to create an area, using lots of unique models and assets instead to give a scene loads of character. And really shows off your skills. You can be much more creative with your colour choices and compositions, too, because you don’t have to deal with how it will affect a larger area. Certainly dioramas are much easier to compose than larger scenes and you can get really creative.

Figure 3 (1)

Figure 3 (2)
If you’re going to make a diorama, I definitely think you should go the whole hog and make it really striking and unusual.

Production

Every time I create a diorama, I start with 3D blockouts. I jump from 3dsMax to UE4 to see how a new potential blockout feels from distance and up-close. If the composition feels off, I’ll go back and forth making various sized changes until I’m happy. It takes a lot of iteration;

Figure 4 (1)

Figure 4 (2)

As I do this I’ll think about exactly what I want to be in my diorama, from assets to sound effects to what the atmosphere and colours will be. I make an extensive list of things, even silly little assets or sounds, and I can reconsider that list later and knock off things I don’t think will work. It’s easier to do this if you already have a strong idea in your head of what you want to achieve, or if you’re working from an existing description like I was, but I still think this is a good way of doing things. Pinterest is great for inspiration too, and I make a board for each of my dioramas.

Figure 5

Next I’ll start overpainting and photobashing my chosen blockout in Photoshop. Again, I had a strong idea in my head of what I wanted to do, but if you don’t then lots of quick iterative doodles and sketches can help an idea form.

Figure 6

Figure 6 (2)

Once I had a really simple room design, which had no furniture, I used a lighten layer with some artwork I liked to lay some abstract colour ideas onto my scene. It was a really creative and fun way of coming up with ideas I wouldn’t usually consider.

Figure 7

Next I revisited the list I had made earlier of asset ideas, and decided what would or wouldn’t work well in the scene and started to plan out where things would go and what they would look like. Then I just did some more photobashing and overpainting to try and get across a bit of atmosphere, using the colours from earlier and carefully considering the composition as I went.

Figure 8

Figure 9

For me, it’s important to be organised and know exactly what I’ll be dealing with in the future, especially when working to deadlines. I made an extensive plan of exactly what I would be making, such as if I would need a tilable texture for this or an animation for that, and input it into a spreadsheet.

Figure 10

Figure 11

At that point I’m ready to start modelling!

Sculpting

The vast majority of my work is made without Zbrush. I work in quite an old-school way of creating the albedo in Photoshop, and then using the albedo to also create the roughness and then a heightmap, which in turn is used to generate a normal map. Anything I sculpt in Zbrush is always started from a base mesh in 3dsMax, as I feel I have more control over elements there.

I’m not much of a sculptor- it’s something I really want to improve- however if an asset really calls for sculpting I have a really simple workflow involving as much 3dsMax as possible as that’s my comfort zone.

Figure 12

Figure 22

My brick wall tilable was sculpted in Zbrush, as was the floor, fireplace, and roof beams, but that’s it. I’ll always use Zbrush for things that need more uniqueness and depth beyond what I’m capable of hand painting and modelling in. Zbrush is my software of choice for more organic things such as stone and wood, however, I’ll always use a 3dsMax hard-surface workflow if I can get away with it. Oftentimes I’ll make the entire model in Max, and then just use Zbrush to beat it up round the edges and add unique details. I used this method for the lead on the windows, for instance.

Details

I think having such detail in scenes is important to bring it to life and really immerse the viewer. I love taking the time to lovingly add tiny details to my dioramas, though I still think there’s a level of detail I’m yet to reach in my work and am still striving for! Because the scenes are so small, and they’re going to be scrutinised so closely, I think it’s important to use that to your advantage and make the scene super interesting.

At the end of the day, showing an ability to pay attention to the details while still maintaining a nice overall feel to a scene is, at least to me, really important. I think it’ll impress people looking at my portfolio and hopefully get me an awesome job in the end!

Material Production Process

When I created materials for my final year project dioramas, I worked in a sort-of semi stylised way using a combination of hand painted textures and PBR techniques. I use the standard PBR maps; metalness, roughness, albedo, and normal, but the maps themselves are hand-painted or use a combination of painting and overlaying maps generated from bakes. I try to simplify surface properties of materials, so that they don’t appear too noisy and rough, for example with the wall tilable texture and even the curtains. It gives the overall scene the softness I like.

Figure 19

Figure 19 (2)

I experimented with having designs on the curtains and other soft furnishings, but to maintain such a soft appearance it seemed best to just use gradients and abstract designs. Sometimes over-simplification can go a long way in a more complex scene.

Softwares I tend to use are Photoshop for hand-painting the textures, and if I’ve used Zbrush for sculpting, I’ll bake my maps in Topogun and overlay them in Photoshop using various layer modes. I’ll create my roughness map and height in Photoshop too by modifying a greyscale version of my albedo. I use CrazyBump for generating a normal map if I haven’t sculpted.

Unlike standard PBR, where the albedo has no shadow information baked, I have shadow information in the albedo much like an old-style diffuse map.

Figure 20

I like the depth it gives my textures and it gives the scene a more unusual feel. Sometimes it’s difficult to keep the materials out of the realm of uncanny valley, but in most cases it works pretty successfully. The main problems I have is when I’m trying to work with metal. The changes in hue in the albedo can have some strange effects sometimes.

I’d mostly say that the success of my work doesn’t come from technical knowledge- I’m not very good at the fundamentals of game art such as material creation, modelling and sculpting. I can use my more traditional art skills and knowledge to make my work as appealing (at least, at a distance!) as possible without being the best at creating good models etc.

I am, however, looking to properly learn Substance Designer and Painter, and other softwares too, in future projects so I can bring my technical skills up to scratch.

Using UE4

In UE4 I always set up a very rigid file structure to follow. That’s the first thing I do;

Figure 13

When I create my UE4 scenes I always work from a blank scene with a sky sphere, atmospheric fog, a skylight, a directional light, and atmospheric fog. I’ll put a post processing volume in there too and make sure the auto exposure is off. This starts me with a good, standard base for setting up a diorama which I can play with later. It’s important to consider that the skylight, atmospheric fog, and skysphere have a massive effect on the overall colouration of your scene.

Figure 14

As you go through adding assets through your scene and you want to make changes to, say, the colour of the sky, the whole scene will change colour with it. To get round this I create a large sphere in 3dsMax to act as a second ‘sky’. I apply an emissive material of whatever colour I want, or I create a gradient in Photoshop, and I turn off ‘cast shadows’ on the mesh. That way I can change the sky colour totally independently of the lighting, which is especially useful in stylised art.

Even though I do have an atmospheric fog asset in my scene, I tend to ignore it and make my own fog using particle effects and meshes. For example the snow haze in my first diorama, the light beams in the Room, and the light beams and slight haze near the tree in the Dragon Garden. Again, it affords me more control and means I don’t have to deal with other things changing as a result of tweaking settings.

Figure 21

I barely touch the post processing until later in development, as I don’t want to become reliant on it. You can also completely confuse yourself with your lighting if you start playing about with things like global illumination and then forget you tweaked the settings. It’s good to occasionally turn off your post process to see if you’ve gone too far astray from the actual scene. Shadow tint, ambient occlusion, and global illumination are some of my favourite settings to tweak.

Lighting Setup

Lighting is super important, and in my most recent projects I definitely feel like I’ve learned a lot more through talking to guys in the industry. For each of my final year project dioramas, I start with a simple light setup of a skylight and a directional light, and build on that. Like I said, atmospheric fog and sky sphere colour also have a big effect on lighting, so they’re important to consider too.

The lighting setup for each of my dioramas is very different, so I’ll briefly run through each one.

The Fool’s Tent
Figure 15

Here, I have a very dim directional light (2) and quite a bright skylight (5), and then the rest of the lighting, such as for the tent, moonlight, and lanterns, is done with pointlights. I also have a setup where the Light_Ext lights turn off as you enter the tent, so that the dim lighting inside the tent is not interfered with by the bright exterior lighting, such as the light used to illuminate the tent.

Figure 16

I’ve learned not to be afraid of using point lights to aid my lighting, however you have to be careful because they are a big hit on framerates and optimisation. You couldn’t use as many lights as I have in a big environment.

The Fool’s Room
Figure 17

In this scene I have a very bright directional light (80) coming through the windows, and then a less bright directional light (25) coming in from the left to illuminate the front of the diorama. I have a skylight set to 1.5 make the scene feel softer, and to soften it even further a single very bright point light in the centre of the scene to illuminate the underside of the beams and brighten the walls. Bloom and light beam meshes are used in conjunction with the lighting to give the scene an airy feel.

The Dragon Garden
Figure 18

This diorama looks like chaos behind the scenes. Those floating trees you see are set to be hidden in game, but by ticking ‘cast hidden shadows’ they also cast shadows despite being invisible. I use this to cast additional tree shadows on my diorama to darken areas and draw attention to others. It’s a nice way of really controlling where the player looks in a scene.

In this diorama I have a bright directional light coming from the right, and then a second one coming from behind so that the tree canopy is more illuminated and to get some nice orange sub surface scattering showing on the dragon wings. It also lightens the overall scene a little. Point lights are used to brighten areas that are too dark, and to pick out focal points such as the dragon’s face.

Advice

Firstly I would absolutely recommend talking to the pros already in industry. Critique is so very important, and they can show you how to do things that might seem a little confusing or scary at first. If you see some work you really love, definitely don’t be afraid to ask how they went about it!

I have a few tips regarding creating successful dioramas… They’re not the end-all be-all of successful diorama creation, but they’re a good start.

  • Plan everything. Like I showed earlier, it’s important to know exactly what you’re going to deal with and be ready for it.
  • Really think about the placement of everything. Might seem obvious, but it takes a lot of thinking about even the tiniest of things to create a successful diorama. The placement of a single group of flowers might just slightly tip the balance of your diorama and be more of a distraction than help.
  • Treat it like a character. Rather than thinking of a diorama as a platform for showing off some high-detail assets, create it as you would a character, where everything is of equal importance and detail. Everything contributes towards an overall final product, rather than fading into the background to show something more important off.
  • The platform is as important as contents. Don’t just go down the ‘house on a disk’ route, because it’s boring. Make the platform be as much part of the scene as the assets in it. My favourite way to do this is making a ‘tearaway’, where it literally looks like you grabbed a chunk of a larger environment; bricks are falling away, things have smashed, tree roots are coming out of it, etc. You could get really creative though, I’m sure.
  • Give it multiple levels. The most successful dioramas I see have multiple levels to them. This could be achieved with a stairway, a bridge, a treehouse. Anything, really.
  • Don’t terminate visual elements too abruptly. Don’t just end the edges of your diorama with no thought. Have water falling off it, or sand, or cloth. Let the bricks of a wall break away gradually.
  • Atmosphere is still really important. It’s easy to fall into a trap of not having any atmosphere on an area so small, but don’t be afraid to add fog, light beams, particles, and interesting lighting to your scene.
  • Keep it balanced. Again, like you would with a character- if you drew a line down the centre, does it look like it’s going to fall over one way or another? If you have a tree hanging haphazardly off one side of your diorama, make sure to balance it out or it’ll be difficult to take nice renders that don’t feel off to the viewer.

I hope they help people make nice dioramas.

Anya Jo Elvidge, Student, Environment Artist, www.anyatheartist.com

INTERESTING LINKS

SIMPLE AND RICH LANDSCAPE BUILDING IN UE4

MOODY SCI-FI ENVIRONMENT CREATION

BE VISIBLE: HOW TO GET A JOB IN GAME INDUSTRY?


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , , , ,

Feed enhanced by Better Feed from Ozh

E3 is Knocking at the Door and More This Week: News Digest

$
0
0

As always, weekly news in our digest for your convenience! This week was full of surprises with E3 just around the corner.

horizon-zero-dawn-screen-04-us-15jun15

4.12.2 Hotfix for UE4 Released

The 4.12.2 Hotfix has been released. This hotfix resolves a critical crash when refreshing blueprint dependencies on a blueprint with no class, as well as fixing 10 other important issues.

Please be aware that after updating to this hotfix, it will be necessary to recompile shaders on your projects. More details here.

DESTINATIONS WORKSHOP TOOLS – VR CONTENT CREATION PACKAGE

Destinations Workshop Tools is a VR content creation package that enables the creation and sharing of both real and imaginary worlds on the Steam Workshop. Destinations Workshop Tools lets you create, share, and explore both real and imaginary places in virtual reality. This is a beta release of a set of content creation tools that users can use to construct different worlds and share them on the Destinations Workshop. New software is available in early access. More here.

ss_bdd872396c2e59caf71a796893e6b9de35754981.1920x1080-1024x576

LUMBERYARD 1.3 BETA TO INCLUDE SUPPORT FOR VR GAME DEVELOPMENT AND NEW VR DEVICES

GDCVRDemo-1-1024x573

Lumberyard Beta 1.3, which Amazon is releasing in a few weeks, includes support for VR game development and new VR devices. VR implementation uses Lumberyard’s Gems, which are self-contained packages of assets and features that developers can drop into games. Lumberyard Beta 1.3 includes Gems for both the Oculus Rift and the HTC Vive. Moreover, these Gems serve as templates for users to build their own Gems and support any VR devices they want. Details here.

HORIZON ZERO DAWN: ALOY’S JOURNEY TRAILER IS AMAZING

Right before E3 2016 (probably to avoid leaks), Sony and Guerrilla Games launched a new trailer of their upcoming game Horizon Zero Dawn. This video is focused on the lead character Aloy. The game looks amazing!

2016 INTO THE PIXEL JURY PANEL ANNOUNCES VIDEO GAME ART COLLECTION

The Entertainment Software Association (ESA) and the Academy of Interactive Arts & Sciences (AIAS)  announced the official selections for the 2016 Into the Pixel (ITP, #IntoThePixel) collection. Established in 2004, the annual ITP art exhibit honors video game artists who continue to push the interactive entertainment art form forward. Co-produced by the ESA and AIAS, the 2015 ITP collection will be displayed during E3, the world’s premier trade show for computer, video, and mobile games, from June 14-16, 2016, at the Los Angeles Convention Center. All selections here.

5MmysQk

DESTINY: RISE OF IRON – NEW EXPANSION ANNOUNCED

Destiny: Rise of Iron is the next expansion to the Destiny universe. It features an all new cinematic story campaign set within The Plaguelands, a brand new location on Earth along with new weapons, armor, gear along and a six-player cooperative raid.

WATCH DOGS 2: GOING TO SAN FRANCISCO

A couple of days before E3 2016 Ubisoft has announced the next part of the Watch Dogs series. It features a big detailed world based on San Francisco area. Click here for more swag.

Call Of Cthulhu – E3 Trailer

Focus Home Interactive presentedthe E3 trailer for Call of Cthulhu, the official video game adaptation of Chaosium’s pen & paper RPG. Developed for consoles and PC by Cyanide Studio in Paris, Call of Cthulhu will offer an RPG-Investigation title, packed with psychological horror and stealth mechanics. Cyanide Studios brings to life a disturbing world that players will have to explore and investigate while Cthulhu, the Great Dreamer, prepares its awakening.


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , , , , , , ,

Feed enhanced by Better Feed from Ozh

Warren Marshall: Game Development Journey

$
0
0

Warren Marshall is one of the few developers out there, who always tries to help beginners to find their way around gamedev. He publishes articles, uploads great talks on his YouTube channel (we encourage you to subscribe – there’s a ton of stuff for artists there) and does a lot of educational work. We’ve contacted Warren and recorded this little interview, where he was kind enough to talk about his career and talked about artistic work in games.

warren-marshall-shotcandles

warren-marshall-shotmirrors

Introduction

I’m a 20 year veteran of the AAA gaming space.  I’ve worked on a lot of games and franchises including Wheel of Time, Unreal Tournament, Gears of War, Fortnite and We Happy Few.

I’ve been freelancing now for about a year because I felt if I didn’t give that a try, I’d regret it forever. It’s something I always wanted to do … and now I am!

You’ve been in the industry for quite a long time already, having contributed to some of the biggest games of Epic Game’s library. And you also worked on a number of different jobs: from programmer to level designer. How did you manage to do so much?

That’s really a testament to Epic Games allowing employees to pursue what they feel most passionate about.  My interests shifted over the years and they were always very accommodating, allowing me to move into different roles as schedules allowed for it.

This helped me to maintain focus and interest over the course of such a long career with them.

warren-marshall-movingday-shot1

warren-marshall-movingday-shot2

warren-marshall-movingday-shot3

warren-marshall-movingday-shot5

warren-marshall-movingday-shot6

warren-marshall-movingday-shot7

What are the most peculiar things of working in the game industry?

Probably the disconnect between what people THINK you do all day and what you ACTUALLY do all day.  People think you’re working on whatever you want all day and playing games. You’re not.  It’s a real job with real responsibilities and real deadlines – it’s not always a party.  But having said that, it beats getting a “real” job.

warren-marshall-2015-11-15-18-25-37-avp3test-unreal-editor

warren-marshall-2015-11-14-14-59-08-avp3test-unreal-editor

What are the biggest challenges of game development production?

The biggest challenge in developing large games is really just herding all the cats. Getting everything in line so that production doesn’t get stalled out.  Having level designers stuck because art isn’t ready, or art stuck because the concepts aren’t done, or scripting stuck because the level designers are still designing the level layout … that’s all bad and pushes everything back, increasing the chances of crunch.

But iteration is also key … and you can’t always schedule creativity.

And so it goes on.

warren-marshall-c

warren-marshall-b

warren-marshall-a

Why do so many people burn out while building these huge projects?

I would say lack of self awareness. You have to know when you’re overworking yourself and ease off a little. Larger projects are multiple year projects and you have to remember that. Leaving it all on the field in the first 6 months isn’t going to be beneficial to you on the back end when the hours get longer and you’re trying to ship the game.

Then you’re piling overwork on top of already existing fatigue and it’s only natural that people will burn out under those sorts of pressures.

I’ve bee lucky in that I’ve avoided it other than a few years where I questioned what I was doing. But easing back a little allowed the fire to rekindle itself without going out entirely, so I’ve never experienced actual burn out myself.

warren-marshall-crumblingruins-shot4

warren-marshall-crumblingruins-shot3

warren-marshall-crumblingruins-shot2

warren-marshall-crumblingruins-shot1

How does the production of content usually work in game industry?

Well, if you’re lucky you get a piece of concept art. Often you’ll just get a verbal description. Sometimes it’s a few words on a spreadsheet.

From there you block the model out, get that approved, then move through the standard pipeline – high/low poly, baking, etc.

How do artists model and build all those incredible assets in such short periods of time?

Well, typically artists will become specialists in specific areas.  Characters, or vehicles, or hard surface props, or effects, etc.  Specialization allows you to create assets within that specialization with the most efficiency.

Beyond that, it’s just “being a professional” and getting the job done. The schedule is real and needs to be respected.

warren-marshall-wm-tesla

warren-marshall-wm-doorzapper

warren-marshall-wm-controlpanel

warren-marshall-harvester

warren-marshall-extractor

warren-marshall-03

warren-marshall-02

How do you optimise and cut the time during the production?

Usually by cutting features or deleting levels/content.

Seriously, that’s the best time savings ever. But that usually hurts the quality of the game so you try to find ways around that – whether it’s reworking a feature or putting in some extra hours to make sure the level/content reaches the quality bar required to ship.

What are the most peculiar things to keep in mind while building assets and environments for games?

The most important thing to keep in mind when developing assets for games and environments is HOW the asset is going to be used.  Know what you’re building.

Is this a background prop or something the player will be picking up and turning over in their hands?  Will this piece be used one time or hundreds of times in a scene?

Those kinds of decisions will dictate things to you like triangle counts, detail level, texture sizes, etc.

How is this type of 3d content different from things that artists usually produce for their own personal projects? What’s the difference here? How is game 3d content different?

The most obvious difference from personal work is that you have to weigh the wants and needs of the art director and balance that with the technical requirements/restrictions of the game you’re making.  Your voice is still in there and still matters, but it’s often muted by the needs of the game.  Not in a negative way tho – the art in a game needs to look consistent so it’s necessary that the team work together and creative something visually cohesive.

Personal work is often “gloves off”.  Do whatever you want, as long as it looks pretty and shows what you wanted it to show.  You would never be able to ship a weapon sporting multiple 8K textures in a real game … but it would sure looks spectacular in your portfolio!

warren-marshall-archvisindustrial-shot2

warren-marshall-archvisindustrial-shot3

warren-marshall-archvisindustrial-shot4

How can an artist influence the gameplay? I mean all the elements such as lighting, movement, color could be used during the game production to achieve a better gameplay, better flow and so on?

This is often done in tandem with level designers.  They can use lighting to steer players where they want them to go, for example.  And they will make requests to artists for specific pieces or modifications to existing pieces if they need something specific to facilitate gameplay.

For example, a new version of a fence mesh that’s broken through to allow combat to take place through a specific area.  Or a hole in a wall mesh.  Or a broken version of something they can swap in after something specific explodes.

And artists of course will work with the designers to establish mood and setting for levels, which includes everything from post process to lighting to color schemes.  This can often be a different artistic discipline from prop creation however, depending on the size of the company.

How would you advice approaching the choice of tools?

My advice on this would be to learn as many tools as you can. Knowing what’s available to you helps you make the right decisions about what to use for any specific task.

For example, if you only know ZBrush, then you’re going to try and use ZBrush to solve every problem. That’s not efficient.

Not to say you have to master all the apps out there but at least having an idea of what each one is good at and how they work is beneficial.  It puts more tools in the toolchest, as I like to think of it.

warren-marshall-shot1

Which tools would you recommend learning? What’s the best combo, that you think is used in any game production?

These days, the new hotness is definitely Substance Designer/Painter and CAD programs like Fusion 360.  I think those are going to come into heavy use in the near future.

Substance already is heavily used but I think that’s only going to increase.  And I think CAD programs are going to move more and more into artists toolchests as tools like Fusion 360 develop and mature.

warren-marshall-trackerknife-c

warren-marshall-trackerknife-b

warren-marshall-trackerknife-d

What would you recommend to younger artists, who want to get into game development? How should they approach this task? What are the best ways that they can increase their chances of getting a better job in gamedev?

I’d recommend making sure the industry knows you exist.  Be visible.  Get out there, show your art, promote yourself.  Post WIPs where industry pros can see them, ask for feedback, act on that feedback, etc.

Get yourself in the loop and be seen.  Then when it comes time to hire someone, you’re not a stranger. They recognize your name from that Polycount thread or that 80.lv interview or whatever else you’ve done.

My other recommendation is to make sure that the end of school isn’t the end of your learning. Never stop learning. Always stay aware of upcoming technologies and apps and what artists you admire are doing.  If you’re not current, it’s harder to justify hiring you as you’ll need to be brought up to speed on something you should already know.

You’re trying to get a job as a professional. Act like one. Take it seriously.

Warren Marshall, 3D artist

Make sure to check out YouTube channel for game art tips and career help.

interesting links

ALWAYS BE LEARNING: KEEPING YOUR ART CAREER FRESH

BE VISIBLE: HOW TO GET A JOB IN GAME INDUSTRY?

BUILDING A TRACKER FROM ALIEN ISOLATION


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , , , , ,

Feed enhanced by Better Feed from Ozh

Student Feature: In The Shade of VR

$
0
0

Markus Frei from School of Fine Arts (HBK) talked about his most recent project, which mixes UE4, VR and unusual gameplay.

Kleineresfromat

Introduction

My name is Markus Frei. I studied Media Art & Design at the School of Fine Arts (HBK) in the city of Saarbrücken, Germany. During my studies, I became deeply interested in 3D Design and my first encounter with the Oculus DK1 in the summer of 2013 was certainly love at first sight. Since then, I have been working with this exciting medium and it is a big pleasure for me to present In the Shade to you in this brief overview.

1

6

About the VR project

In the Shade is a virtual reality game I developed in a three month period as my Bachelor thesis together with Programmer Pascal Ziegler. Seeking for an original experience within the big variety of virtual reality game concepts, I believe to have found a fresh concept. The first time I encountered VR, I reached out with my hands, trying to interact and connect with these new worlds around me. I saw this movement happening over and over again each time I saw someone trying out VR for the first time. Therefore, my main goal is to find a concept that fulfills this need of touching the virtual world. In fact, I think that regular gamepads take away one of the layers of immersion which all together create the holy grail of presence.

4

Basic Gameplay

You find yourself in the endless universe in front of a strange planet. From here you can slip into two perspectives. A fragile Snail and a weakened God-like force are connected and depend on each other’s abilities. In the game, the player gathers God-power, which is only obtainable in the sunlight. The Godlike force and the Snail are both vulnerable to sunlight. Only the Snail has the ability to gather Godpower but since the sun causes damage to the little animal, the God has to pave the Snail’s path as safely as possible. The controles of the God are designed for motion controller usability and provide you with the power to manipulate the environment with your hands. The Snail has a rail locomotion system with a look-at feature to aim for the next move. As the Snail, you have to stay aware of your speed and movement, so move wisely.

IntheShade Ingame from Markus Frei on Vimeo.

13

12

Inspiration and Art Design

The basic gameplay and the inspiration for the design started to evolve as one day I was walking in the woods to photograph trees for photogrammetric assets. There was this moment when the sun shone through the trees, resulting in an atmosphere in which the volumetric light was almost touchable. During my studies I learned how important “accidents” are in the design process and that we lay those foundations for these accidents with every step we take forward and even backwards in our projects.

4

2

1

Development

For this project, we used the Unreal Engine 4. Coming from Unity 3D, to me, as a designer, it feels like an improvement in freedom. One of the few challenges we faced were the round planet and its gravity system. Fortunately, we could use a community plug-in called “Custom Gravity Plug-in” from mhousse124 which saved us a lot of time. Same goes for the “Razer Hydra Plugin” from getnamo. At the time we started the project, the only available motion controler was the Razer Hydras but it worked quite well, providing us with a precise control. An additional problem was that the whole UE4 foliage system did not work for dynamic objects (at least in version 4.10) so everything had to be placed by hand. The lightning was to be completely dynamic, which lead to another challenge especially in the case of VR where each and every frame counts.

7

18

For example I used the Quixel Suite for painting the top layer and a lot of the rocks on the planetsurface. But of course the 4K texture for the whole surface is still too low res for viewing it in close up, a smarter system which provides much more detail especially in the perspective of the snail is in development. I began to use photogrammetry the first time in this project. It is a realy interesting way of creating assets and particularly for virtual reality.

Tree2

This project is still in early pre alpha stadium; things like the scale of the planet, and the whole LOD system, for example, are in developing stages. Imagine a whole solar system with several different planets, each with its own remarkable climates, vegetations, landscapes and even living creatures. Or a deep layer of water beneath the ocean of the actual planet. The game will offer a wide variety of gameplay and interactions with these worlds. All these aspirations require a small team which will be hopefully formed with the help of the community or an interested publisher. I am very convinced of the concept and plan to raise a crowdfunding campaign. Should there be a producer or publisher interested in supporting this journey, feel free to reach out to me. Same goes for everyone else, feel free to contact me and join this project.

If you are interested you can also visit me on www.intheshade.info

Markus Frei, 3D artist


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , , , , ,

Feed enhanced by Better Feed from Ozh

Professional Advice: Improving Your Environment

$
0
0

During most recent talk at Gnomon School Helder Pinto (Blizzard) and his fellow colleagues EA DICE 3D artist Joy Lea and Naughty Dog environment modeler Martin Teichmann gave some super valuable tips for environment creators, who want to build great high-quality levels faster and more efficiently. Here are five tips from the masters. This article was originally published on Gnomon’s official website.

large-1465319971-game-environment-tips-feature

Arbor Vitae: a personal environment project by Blizzard’s Helder Pinto and Philip Klevestav.

During the evening, the recording of which can be seen on Gnomon’s Livestream channel, the panel demonstrated the workflows they have developed through their work on titles like Overwatch, the Battlefield series and Uncharted 4, before taking part in an audience Q&A. Below, we’ve picked five of their best tips for improving your games environment work, from which software to focus on to the key modeling and texturing skills you need to master and how to balance your level designs.

medium-1465321346-3d-enivronment-art29_web

Gnomon’s game environment panel (L-R): Joy Lea, Helder Pinto and Martin Teichmann.

1. Focus on the key tools, but be aware of others

It sometimes seems that a new software package for games artists is released every month. But how do you decide which ones are essential to your workflow, and which are just distractions?

If you’re just starting, stick with the basics. It’s easy to get a bunch of apps that do complex stuff you don’t even understand just yet. As you get more experienced, you’ll know when you need something else to help out.

Helder Pinto

For hard-surface modeling – the core skill for prop and environment work for games – that means an all-round 3D package for modeling (most AAA studios use Maya or 3ds Max, although often heavily modified with custom tools or scripts) and Photoshop for texture work.

medium-1465320276-160602_Games_Environment_Art_Tips_Substance

Texture painting tool Substance Painter is now widely used at AAA game developers. Christophe Desse’s tutorials for The Gnomon Workshop provide a good introduction to the software.

As you gain experience, you can begin to broaden your toolset. Allegorithmic’s Substance tools (Substance Painter is a more conventional 3D texture-painting package, while Substance Designer uses a more technical node-based approach) are a good place to start.

I think Substance is the future of games texturing. A lot of studios have started using it, and it’s improving every day. There are also a bunch of great tutorials for it, like those done by my colleague Christophe Desse. (You can find Christophe’s free tutorials on his YouTube channel, and longer masterclasses through The Gnomon Workshop.)

Martin Teichmann

Beyond that, it’s a question of what best suits your personal workflow. Among the newer tools, Joy Lea recommends Marvelous Designer as a quicker alternative to creating soft props like cushions than sculpting them by hand; and the Photoshop-compatible texturing toolset Quixel Suite for its library of ready-made real-world materials and advanced handling of layers.

I try everything once. Then it goes on a case-by-case basis. Once you’re in the trenches making games, you learn what helps you and when you’re just pressing pretty buttons.

Joy Lea

It’s worth knowing what’s around [even if you don’t have time to try the software until a job calls for it]. For example, World Machine is great for creating landscapes. Of course, you don’t need to know about it if you never do a landscape, but if you do, it’s a really strong tool.

Martin Teichmann

But remember: learning new software is only something you should do when you have already mastered the core skills.

No matter what programs you use, the quality of your portfolio comes down to your skill level and your eye for what is good and what is not.

Joy Lea.

medium-1465320493-160602_Games_Environment_Art_Tips_Quixel

Focus on developing your core skills, but be aware of new tools for when a job demands them. Joy Lea recommends Photoshop texturing add-on Quixel Suite as one to watch.

2. Don’t worry too much about game engines

Similarly, be aware of how game engines work, but don’t get hung up on the details. Different developers use different engines, some of them proprietary, so you aren’t expected to be an expert from day one.

However, you do need to understand in general terms how a game engine displays your models – in particular, the physically based shading and rendering (PBR) workflows becoming increasingly standard for AAA titles. Allegorithmic and Marmoset have good beginners’ guides.

When you do need to get up to speed with a specific engine for a particular job or project, trade on your existing knowledge. Game engines have node-based material systems, so the overall workflow should be familiar from node-based texturing tools.

It’s all very logical. Even if you know Maya’s Hypershade, you’re able to use Unreal Engine.

Joy Lea

Helder Pinto advises breaking apart existing scenes created for the engine to see how things work.

It’s just math. Everything is connecting values. If you look at the syntax and replicate it in another engine, it’s going to work.

Helder Pinto

medium-1465320633-160602_Games_Environment_Art_Tips_UDK_demo

Break apart existing assets to see how game engines handle materials and shading. This UDK scene, Arbor Vitae, is available from Helder Pinto’s website.

3. Work on your key skills

Once you’re familiar with the core tools and workflows, you can think about building a portfolio. The links at the foot of this story have more advice on how to format your folio, but the most important thing is to focus on the core skills that developers need.

Really clean models and clean UVs are very important. You need to know where to put polygons and where to hold back.

Joy Lea

But should those polygons be tris or quads? While some mobile games require artists to work with triangles, Lea recommends working in quads for console or desktop titles. “When the model is taken into the game engine, it converts it to tris anyway,” she points out.

And when you have to produce a lot of LODs [level of detail assets], it’s much easier to reduce the poly count of a quadded object than when you’re working with triangles.

Joy Lea

Good materials are also important.

Now that everything is PBR, you need to show that you know what metalness is, that you’ve got the right smoothness, and so on. You need to show clean models with correct material definition.

Joy Lea

medium-1465320739-160602_Games_Environment_Art_Tips_Joy_Lea_scorpioin

One of Joy Lea’s own student models, created for Meni Tsirbas’s short film Exoids. Clean topology and clean UVs are essential in modeling portfolios.

4. Get the poly count of your models right

One question budding artists often ask is what the ‘correct’ poly count for a games model is. Sadly, there’s no definitive answer: the specifications of assets used in modern games vary between hardware platforms, and between game engines.

Every single game I’ve worked on was different. Some engines handle polys or textures better; others can’t show shadows at all.

Joy Lea

Lea advises finding a model of the type you’re trying to create, from the type of game you’re hoping to work on, and replicating its poly count:

If you have to build something that hasn’t been created before [like a hero prop], aim higher, but use really clean geometry so that you can reduce the poly count later if necessary.

Joy Lea

However, Helder Pinto warns that the poly count of most games assets is:

…usually way lower than you expect when you join the industry. Even nowadays, you can’t waste triangles. I have a rule that they have to support the silhouette [of a model], and that’s it. If there are triangles jumbled in the middle of an asset, get rid of them: it will look just the same, and it will perform much better.

Helder Pinto

medium-1465320787-160602_Games_Environment_Art_Tips_paintover

An early paint-over for Helder Pinto’s Arbor Vitae scene. Painting over a screenshot of the 3D geometry is a good way to decide where to use color and detail within an environment.

5. Aim for balance when creating environments

If you’re creating environments rather than individual props, consistency of resolution between different models is also crucial.

Hero assets have to be higher resolution. If you have an asset that forms the center of a level, it’s worth spending a bit more. But otherwise, consistency is good. If you have really nice cups sitting on a table, but the room around them has to be low-detail because they eat up [the level’s geometry budget], you need to rethink.

Martin Teichmann

The same applies to textures.

Consistency is more important than pure texture resolution. You don’t want a high-resolution wall with low-resolution plaster on top of it.

Martin Teichmann

The need to balance detail also applies to the way that you distribute individual models around a scene.

It’s very easy for environments to become noisy; for there to be colors and details all over the place. You want fine details to be ‘pocketed’ in small areas around the level, leaving gameplay areas clean.

Helder Pinto

To find the balance, Martin Teichmann advises taking a step back – quite literally.

I like to take a screenshot of an environment and step back from the monitor, or really scale it down so I can only see the big details. If it looks good in the thumbnail, you did a good job. If you can’t tell what the scene is, if it looks weird or noisy, it needs another pass on the composition.

Martin Teichmann

Helder Pinto also recommends painting over the screenshot in Photoshop as a quick way of working out what changes to make to the 3D scene.

If you’re stuck, particularly on a personal project, do a paint-over – or ask someone else to do one for you. If you create a thread on forums like Polycount and ask for advice, people will definitely help.

Helder Pinto

Source: Gnomon


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , , , , , , ,

Feed enhanced by Better Feed from Ozh


3D Character Creation Techniques

$
0
0

3d artist Saimon Ma talked about his award-winning project, which was most recently featured in The Artstation Journey Challenge. It’s a great talk about the production of high quality 3d models: sculpting, texturing and post production. By the way it’s all rendered in UE4. Check it out!

saimon-ma-highresscreenshot00078

Introduction

My name is Saimon Ma & I am an Artist at Sparkypants Studios. My current roles include environment concept development, modeling, and material work. I recently graduated from the Savannah College of Art and Design in Georgia, USA. This is my first studio gig. In the past I’ve done work for a indie projects part-time, but nothing big.

On my personal time, I do a lot of sketching and experimenting with techniques and styles. I try to do something different on my personal time than work, such as 2D work when my work is 3D, or organic versus hard surface modeling, and vice versa. I think it’s especially important to have unexpected inspirations for your designs when it comes to interesting designs, so working on different things is how I try to keep that happening.

saimon-ma-highresscreenshot00080

Project

I had around three months of free time to work on personal projects between graduation and starting work. The Artstation Journey Challenge announcement made waves on my feeds when I was deciding on what to work on, and it seemed like a perfect opportunity. I also enjoy the sense of urgency you get from challenges & competitions, so this was right up my alley. The brief for the Journey Challenge did a great job specifying the bounds and limits of what you can make while giving you a great deal of freedom to come up with your design and piece. I knew I wanted to push posing this character, and work some kind of personal transport in there somehow. I also knew I wanted to make another character with real-time techniques, since that is what I enjoy doing more right now. Finally, I also wanted to work on my polygon efficiency a little, even though it wasn’t really important for the challenge.

saimon-ma-highresscreenshot00081

The First Stages of Production

I decided on time travel as the main theme. The character would be some kind of maker, geeky type character with glasses who uses a personal transport. I also thought injecting some kind of punk aesthetic would help sell the geek and ‘high school prodigy’ feeling I was going for. I knew I wanted some kind of Arthurian subtext, so I’d need to work in an Excalibur somehow, too. My reference / mood boards consisted of a mix of cafe style motorcycles, punk fashion & Japanese school uniforms, WWII flight suits, NASA, and the DeLorean from the Back to the Future franchise. There’s also anatomy references, style references, and a bunch of photos of PVC figurines because they always have really dynamic poses. I made a bunch of mood boards out of my references, which I combined into a big sheet here. I also marathoned the Back to the Future Trilogy, as I wanted to capture some of the tone of that movie in this piece.

unnamed

After some super rough thumbnails and iterations, this is the working concept sheet I ended up with after about three(?) days. I wanted to keep the character’s silhouette fairly simple and readable, since the bike is going to add complexity to the silhouette. In hindsight, I could have pushed her silhouette and color palette a little more at this stage. I knew there wouldn’t be enough time to make a super intricate rig for this character, so I kept the hair simpler and shorter so I wouldn’t have to fiddle with dynamics and IK spline rigs too much. Seeing the character in context with the bike was going to be important, so I worked in a sketch with her riding on the bike to get a rough idea of how the designs work together. I made sure to mix metal with a lot of fabric, plastics, and metal because I feel like there’s too many pure metal designs in sci-fi lately.

unnamed (1)

Mechanics of the Vehicle

The pivoting wheel design is based on the mechanism on the Dodge Tomahawk motorcycle, which raises one wheel and lowers the other to bank the motorcycle and help it steer. In this case, it’d also help with steering and balance because it widens the wheelbase and one wheel can spin slower to turn the bike. The rest of the mechanics are mostly cosmetic or there so I can make more interesting poses. The rig used is very simple, with the most “complex” features being the single-chain IK solvers on the shocks, handlebars, and pedals. Technical details like the wires, particle accelerator, and coils are there to help it look more DIY and like a time machine, using the same approach as the Delorean from Back to the Future. The coils on the shocks don’t retain volume when they retract and extend, but I wasn’t going to stretch them too much from the resting pose, so I left them as-is.

unnamed (3)

Model Creation

The character was mostly sculpted from a Dynamesh sphere in zBrush, remeshed in Topogun, and rigged in Maya. Little insert meshes were modeled in 3ds Max and Maya, but zModeler was used for bits like her watches and harness buckle as well. Clothing was modeled in Marvelous Designer in separate pieces, then heavily edited in Zbrush for better silhouette and folds. For her hair, I combined the use of GMH2 for the hair textures with Tom Parker’s technique for placing hair planes using zBrush. For her glasses, I transferred the normals from a squished sphere to the glasses lenses for better smoothing. Her skirt’s base mesh was modeled in Maya, then converted to an nCloth and simulated to get the folds, since I got better results making pleats this way than in Marvelous Designer. In the future I might figure out how to make pleats in Designer instead. I put some basic eye makeup and brows on the character super early on in the sculpting stage, since it affects how the eyes look.

Face at various stages:

unnamed (4)

Marvelous Designer screencap:
unnamed (5)Early sculpts:
unnamed (6)Later sculpts:
53e6d82a-416f-4dc1-9da2-9864bbf55cad

unnamed (7)Topogun screencap:

unnamed (8)

Wireframe in Maya after remesh:

unnamed (9)

Nearly finished Unreal screencap:
unnamed (25)I did a paintover after the blockout of the model as well, to give myself some direction for the final details and put myself back on track.

Renders for paintover:
unnamed (11)Paintover:
unnamed (13)

The bike and sword was modeled in Max with a baked hipoly workflow. The High poly was modeled with SubD modeling. The bag and seat were sculpted in zBrush. Occasionally Send to Maya was used to help in UVing the bike, since I’m more comfortable UVing in Maya. The bike has two materials: one mostly baked normals material for most of the bike, and one mostly tiling material with no normal bakes for the frame and wires. xNormal was used for baking.

Bike High poly:

unnamed (14)Bike Low Poly:
unnamed (15)

Pose

I spend a lot of time thinking about the pose, since it can make or break a model. I started with some thumbnails, and used Jeremy Ernst’s Animation and Rigging Toolkit to make a basic rig for the character, which I used to play with poses based on the thumbnails. I just picked whichever one I felt was the strongest, which is usually one of the most dynamic & natural poses that doesn’t break the rig. The pose works with the base to make an interesting diorama, so I made sure to think about them together whenever I can. In the end, I probably spent a good week getting a good pose and base. Since the rig isn’t perfect, I had to sculpt some corrections after posing the character with the animation controls. I did this nondestructively with blendshapes in Maya and brave rabbit’s SHAPES plugin.

unnamed (16)

unnamed (17)

82554d6c-a31f-4f7d-bac1-299cd0ce2b1f

Material Production

I used Substance Painter for all the textures on this model, including the masks for the sword. The only exception is the base color for the skin, which was painted with polypaint in ZBrush before being heavily edited in Substance Painter. zBrush’s Color Spray mode with the standard brush for polypaint can look pretty convincing for getting colored pores on your model. Painter’s library of materials and smart materials is great for getting a head start, but I wanted to push myself by relying on them less and making custom effects more, similar to the workflow in Substance Designer. In the end, I think it helped a to get more interesting materials. I used a Metalness/Roughness workflow. Normal baking was a combination of Zbrush and xNormal baking. Curvature & AO were baked using Painter’s internal baker.

For materials, I always start with the flat base values and colors for everything, make sure that works, then go into textural details and wear. Sometimes, the material and color choices change at this stage from the concept. For this reason, I didn’t use an ID mask for most of the model, and just painted where I wanted materials to be in Painter. When there’s livery, I’ll include that as early as possible too, since color changes how you read the shapes of a design.

Another thing I like to think about is breaking up mechanics into layers of materials: lower layers, and upper layers. If you think of something like a car, the chassis, engine, and the shell are all made of different kinds of metal, plastic, or carbon fiber for good reason. Thinking about it functionally like this means that naturally, mechanical things tend to have material breakup based on how deep the part is within the machine. Then things like joints and heat shields tend to have their own materials too, since they have to be resistant to friction and heat. Thinking about it that way makes it easier to decide how I want to texture a model, too. I ignore tiny things like screws and wires early on since they don’t contribute to the design and readability much at this stage.

For most of the fabric, I used a very subtle cavity mask as an overlay layer to get a little more color variation. Other colored overlay layers were also used to add subtle coloration.

I knew early on that I didn’t want this piece to look too grungy, but I did want it to have just the right amount of grunge to sell the materials and nothing more. That said, bikes get really dirty since they’re always oiled in the mechanical bits and oil attracts dirt, so with that in mind, I had a decent idea of where to localize the dirtiest parts of the model.

Plaid was really fun to make and not that difficult, you can get the pattern by using a few layers and the Stripes procedural effect in Painter. Skin pores is just playing around with different noise procedural fills to get the right density and variation.

To save time, some of the material folders were converted to smart materials and saved to the shelf. This way, they can be used between multiple material IDs and objects.

In Unreal, I used Material Instances as often as possible and gave materials some tweak controls to save time.

Substance Painter screencaps below. I like to use fill layers and folders with masks because I can change the base values very easily.

unnamed (18)

unnamed (19)Hair is tricky to shade. I wanted a lot of control in the material instance, so I used a color overlay texture to get color variation in the hair, and a mask texture for the alpha. A Linear Gradient node was used to drive the colors of the hair, and I made a master material for the hair that allows different colors to be set at different points of the hair at different falloff rates. Up to 3 colors can be used. Other paramaters such as AO, Roughness, Spec, and Scatter can also be driven based on position on the gradient. The hair texture has the roots at the top and the tips at the bottom, which makes this possible. Since the hair uses the same texture space repeatedly, I baked AO into one of the hair’s vertex color channels to get unique ambient occlusion under the goggles and at the roots of the hair.
unnamed (20)Texture maps:
unnamed (21)

Lighting

I used mostly dynamic lights and a few stationary lights to light this scene, because the hair shading model in Unreal Engine 4.11 has a shading issue with stationary and static lights from certain angles. I kept the number of cast shadows as low as possible for readability and performance. I started with a single main light, a rimlight, and a fill light, then kept adding accent and fill lights as needed. The result is a lot of tiny lights with small radii, but the overall look was already established by the first three lights. I kept the test cube that comes with UE4’s Advanced Lighting map in the scene throughout the texturing and lighting process to make sure nothing’s over or underexposed.

unnamed (22)

The sword material had a few components: the base shape, the shock diamond effect, the scanlines effect, and some layered UV warps, most of which are on different panners.

unnamed (23)

unnamed (24)

Here’s a short video showing the effect:

Saimon Ma, Concept Artist, Game Artist

INTERESTING LINKS

LEARNING SUBSTANCE PAINTER 2

3D CONTENT CREATION TIPS FROM INDUSTRY EXPERT

CYBERPUNK ALLEY: AAA-ENVIRONMENT WITH ACCESSIBLE TOOLS

 


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , , , , , , , , ,

Feed enhanced by Better Feed from Ozh

Unreal Engine 4: Library

Epic Interior Design in UE4

$
0
0

3d environment artist Rahul Singh talked about the way he’s been building his amazing Throne Room environment. It’s a great look into the development of scenes, which heavily rely on modular elements. Hopefully you’ll find this breakdown useful.

rahul-singh-throneroom

rahul-singh-throneroom03

rahul-singh-throneroom11

rahul-singh-throneroom12

Introduction

Hello, I am Rahul Singh from India. I have been working in the Games Industry for the last 4.5 years. After completing my graduation in my hometown Gorakhpur, I moved to Delhi and started my career as a 3d modeler. I am currently working at Dhruva Interactive in Bangalore; for the last 2.5 years.

I have worked in multiple roles over the years, including character artist in many projects. But doing environment art is what satisfies and inspires me most.

I have worked on various titles like Halo 5, BloodBourne, Dark Souls 2, WWE 2K14, Elder Scrolls Online and Rage Warrior (In House Project) and currently working on an unannounced AAA console title.

rahul-singh-throneroom02

rahul-singh-throneroom07

rahul-singh-throneroom14

rahul-singh-throneroom15

Working on the Throne Room Challenge

When I saw the throne room challenge, I was very excited to participate. I like to work on personal projects to push myself as an artist and learn new things and this was a good excuse.
I knew I wanted to do something with a Roman theme as I am very inspired by Roman architecture. I wanted to make something that could show the grandeur of roman architecture using the elements like Arches, Column, and Pillars etc.

But before jumping right in, I looked around to draw inspiration from the internet, architecture and photography books. I also looked at concept arts by other artists to get inspired and also as a reference for lighting, color and composition.

rahul-singh-throneroom05

rahul-singh-throneroom13

rahul-singh-throneroom06

Software used:

  • 3ds max
  • Zbrush
  • Xnormal
  • Marvelous Designer
  • Photoshop
  • Unreal Engine 4

Preplanning

I spent most of the time in my preplanning trying to visualize the scene in my mind.

rahul-singh-throneroom10

rahul-singh-throneroom08

rahul-singh-throneroom09

rahul-singh-throneroom04

It’s also very important to stay organized when you are starting a big project. You need to create a project folder, organizing your reference (image, video, and books) and keeping everything you need in one place.

Sketch

I usually sketch for capturing my thoughts on paper and exploring more ideas. What ever thoughts come to my mind I draw them on paper, it helps me to analyze the environment and also record the idea so I don’t forget.

For the room scene I did a quick sketch from the top down view:

1

Lists of assets

According to the Sketch and Visual planning done so far, I list out the number of Assets that I would need to create for this scene and roughly come up with number of texture pages that I would need.

2

Material Reference

I wanted a rich marble and gold feel to the Throne Room for it to feel grand as seen in the reference image’s I had collected. I also decided to keep destruction and dirt at a minimum as I wanted the scene without any battle damage, etc.

3

Lighting

Its very important to preplan your scene lighting. To define what mood of your environment wants to convey. Is it day time or night? What are the main light sources of your environment? What are the secondary light of your environment?

For lighting I plan to used complementary colors. So in my scene primary color is warm and secondary color is cool.

4

Production

As you start blocking the scene, it’s very important that you setup the scene in 3ds Max or any 3d software properly, according to your game engine units. You need to build your scene to correct scale and proportion.

To do this you can import a character scale reference with the same dimensions as a player model in the game engine; this will help you to avoid any major problems with proportions. If you don’t have a scale reference, then you don’t know how big or small your geometry has to be.

After my scene setup is done, I move on to the modeling stage.

Modeling

I approach modeling as a step by step process. Blocking first and then adding mid-level details followed by small features.

I have a certain freedom with my models as they are not going to be animated or deformed. So I don’t have to worry about having tri’s and loops.

My first idea is to try and make a clean looking low poly asset, so my modeling is entirely focused on forms and silhouettes as they play a big role when working with low poly assets.
After block stage is done, I made the meshes mid detailed, so that I can use them for both Highpoly and Lowpoly. In some cases I needed to retopologize especially in organic shapes, for example the Column pillar Design, Statue’s etc.

5

7

6

UVW and Baking

After the modeling part is done, starting with unwrapping according to the 512 texture per meter, I also needed to create 2nd channel UV’s for baked lighting in Unreal.
For baking normals, I prefer to use XNormal because it creates a 16 bit tiff so you can reduce artifacts on the normal maps.

Material

To save time I created tileable instance materials for the entire assets

8

Texture

For texturing, I use Photoshop. In this scene I use PBR shaders (roughness and metalness). Before I start texturing, I think about where should the dirt and wear collect? One thing is very important when you use PBR shaders you don’t have any shadow information in you color map.

Example Railing:

9

10

12

13

14

15

Example Arch Pillar:

16

17

Example Trim:

18

19

20

There were not too many complications in any of the sculptures but the most interesting and time taking sculpture was the soldier’s.

To show the loyalty and respect to the king I posed it with a bowed head position. I used Zbrush for sculpting generic wear and tear detail and then also for posing. After that I used Topogun for retopology. Since the character is very big I used three texture pages.

21

22

Post-production

As I’ve previous mentioned I’ve used complementary colors for light, in my room scene I used primary warm light and secondary cool light.

In interior scene, main light sources are the fire pits and lamps and for the secondary light I used a directional light, which is coming in from the window.

To make it more interesting I used dust particles and fire particles to give it more realism.
I also used a post process volume in Unreal to enhance the color values and make it more interesting.

Using Symmetry

A balanced (symmetrical) composition feels right. It feels stable, decorative and aesthetically pleasing. This type of image has great appeal as it makes for “good” shape relationships.
An unbalanced composition can lead to tension. When a design is unbalanced, individual elements dominate the whole and the composition becomes less than the sum of its parts. In some projects, unbalanced might be right for the message you’re trying to communicate.

As it’s described in the below scene it’s symmetrical and the pillar, arch and character etc. are repeatable its guiding your attention on the throne and the floor are like guiding line its lead your attention on Throne.

23

Rahul Singh, Experienced Game Artist


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , , , , , ,

Feed enhanced by Better Feed from Ozh

Gears of War Levels Up With Unreal Engine 4

$
0
0

In less than four months, a new Gears of War game will be released on Oct. 11. At this year’s E3 The Coalition showed the first look at co-op gameplay in a new section of the campaign. The demo features JD Fenix and his friends Kait and Del as they fight for survival against ferocious new enemies amidst violent wind flares that bring new dynamic gameplay as they rip through the lands of Sera and alter the battlefield.

Make sure to watch this piece until the end:

For co-op fans, we’re also excited to confirm that Horde mode is back and it’s leveled up!  With new classes, skills and abilities tied to cards and more, we are confident this will be the Horde mode that everyone is dying to play with friends. Additionally, Gears of War 4 will feature cross-play on Xbox One and Windows 10 for all co-op modes (campaign, Horde and Co-op Versus), and 4K support for Windows 10. As an Xbox Play Anywhere title, you’ll receive both versions of the game with a single purchase, and be able to switch seamlessly between them through our shared progression system (enabled through cloud saves).

In addition to these features, Gears of War 4 will include split-screen and online co-op, an awesome new arsenal of customizable weapons and characters, 60 frames-per-second Versus multiplayer on dedicated servers, all-new maps and game types, deadly close-cover combat moves, stunning visuals powered by Unreal Engine 4 and more!

The Coalition

Gears Carrier Kait Mid Shot Gears Pods Gears of War 4 Drone Battle Siege Beast Kait Knife Battle

The game has amazing visuals – this time environments are filled with furious storms, which can kill you. Powered by Unreal Engine 4 new installment will not only remind everyone of those happy days with the first trilogy, but also bring new tricks with amazing vicious beasts and cruel, but astonishing world.

JD Close Up Kait Close Up Delmont "Del" Walker Marcus Close Up Marcus Character Art Reyna Character Art

As stated earlier this long-awaited title is set for launch in less than 4 months and we’ll keep an eye on all the updates and technical details, so stay tuned!

Source: Xbox News


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , , , , ,

Feed enhanced by Better Feed from Ozh

Joel Zakrisson: Mastering 3D Art

$
0
0

Amazing 3d artist Joel Zakrisson gave a super detailed breakdown of his scene production. He discussed his texturing process, the way he models his creations and uses post-processing.

Introduction

I’m Joel Zakrisson, a 20 year old artist with a passion for 3D modeling. I’m currently studying 3D graphics at Future Games in Stockholm, Sweden, while simultaneously working part time as a VR consultant for Vobling, a company doing architectural visualization and VR-games to treat arachnophobia. I’ve been studying for a couple of years and right now I’m in the middle of finishing all of my personal projects before reaching out to some of the big game companies out there.

I really enjoy all aspects of 3D modeling but especially environment art for games and big hero assets. I love taking on huge projects that requires a lot of patience.

1ShipFront

2Locomotive 3LocomotiveClose

General Approach to 3D Production

When doing personal projects, I usually want to create really epic scenes with a lot of assets. To avoid feeling overwhelmed, I start by modeling the main asset and don’t focus at all on the environment until it’s finished. This way, I can also build up excitement and ideas for the rest of the scene while I’m working.

4WilsonPilcher 6dagger 5SteamTugFront

In the case of my Cog Ship Battle project, I actually started out with just a catapult over a year ago, without any thoughts of adding a ship or a giant sea dragon.

7catapult

When my main asset is done, I generally compose a moodboard consisting of images with the feel I want to convey and the environment I’m about to create. When deciding what to put in the scene, I usually model directly from reference or freestyle around existing designs to fit my theme.

Something I really like and that I think others often rush is spending time and love on the presentation. While it’s often almost half of the work, I do think the environments and dioramas makes the models stand out from the crowd.

8Locomotive_Moodboard

The next step is building a basic blockout of the scene in Maya, which I later move into Unreal Engine or Marmoset Toolbag. I like to present dioramas in Marmoset and environments in UE4 since it’s the game industry I want to work in.

9blockout

I think it’s important to do many iterations of a scene and experiment with the presentation while always asking yourself “how can I make this better?”. My cog ship diorama is actually a remake of an older piece I made. The first version was already finished a year ago, but with some more experience I could see room for improvement.

I don’t think it’s necessarily always a good idea to move onto new projects, even if it can be tempting. If you push yourself to improve on what you’ve already done, you force yourself to get better. Otherwise, you might fall into the trap of taking every new project to the same level of finish.

10shipComparison

I’ve always tried to follow a strong line of action with this composition, making sure all pieces get aligned along an S-shaped curve. This makes the observer’s eyes stay within the scene, always returning to the focal point at the dragon’s head. It’s similar to compositional planning in 2D work, but differs in the way that dioramas have to look good from all angles – which also makes it somewhat more challenging to do. So if I know I’m going to present my project in a diorama, I spend a lot of time analyzing my composition from all angles.

11shipLineofAction

For the Locomotive Exhibition piece I used the environment as a circular frame, while having the exhibition attendees as a tool to draw focus towards the focal point. I usually don’t sketch it out like this, but I’m always aware of where I want the focus to be and experiment directly in 3D to see what works and what doesn’t.

12LocoLineofAction

Building Intricate Models

I do all of my hard surface modeling and baking in Maya. It’s my preferred program and what I’m working with the most, both in school and in my part time work. My workflow is similar to the usual high poly to low poly workflow that’s quite common, with the exception of a few things. I prefer modeling most of my details (such as bolts) directly in the high poly model since I find it just as fast as adding it in the normal map later. When possible I also try to use floaters, instead of modeling parts into the geometry.

I used to do all modeling with Maya’s marking menus, but during my time at Future Games I’ve completely transitioned to custom hotkeys and scripts, which speeds up my process a lot. It’s like night and day for my workflow, so I highly recommend binding as many keys as possible. In my opinion, if you use anything more than once, it deserves a key binding.

I mostly use Zbrush for the organic modeling and Marvelous Designer for cloth creation.

13SteamTugHighLow

Texturing 

I almost always use Substance Painter for texturing nowadays. It’s really fast and simple to work with. I bake ambient occlusion, curvature and whatever other maps I need directly in the program, and use this information to generate masks. This is where all the small high poly details really pay off, since the masks adjusts to them.

Using smart masks and tweaking them in different ways is basically all I do. For the dragon I got some great details from the alphas used in Zbrush, which allowed me to easily generate color variation for the dragon’s height differences. I used a green base to match the ship’s colors and some red and yellow to make the head and various details stand out. Generally I start out by keeping the colors of different objects within a similar color range and push the colors when everything is more or less established.

14DragonSubstance

The old version of the ship was completely made with tiling textures tweaked in Photoshop. This resulted in a lack of texture variation, especially since you can’t vertex paint in Marmoset. For the new version I combined the tiling textures into one map, and realigned my UVs after that. I used a normal map generated with Quixel’s NDO to get curvature and AO maps for the planks, which helped me create some accurate wear and algae masks for the base.

15ShipSubstance

For the sail I didn’t have much information to go on from the baked maps, but I could still blend different procedurals to get a used and worn feel to the fabric. I had the patterns and colors in different layers, so I could adjust wear for them individually. Having small variations in height and roughness adds a nice touch as well.

16SailSubstance

I usually don’t paint much with the default brushes in Substance Painter, but I always use the Dirt 1 or Dirt 2 ones if I’d like to edit any of the masks, which I do with a paint layer.

17brush

I barely use ID-maps anymore, because of the Polygon Fill option. It’s really fast and flexible when blocking out materials for faces, UVs or whole objects.

My texturing overall is a pretty ordinary PBR workflow, and I don’t really use any particular shader tricks.

Post Processing

When working on my projects I always get inspired to add even more and more stuff. If you include small additions like particles, characters or small animals in the scene you can easily enhance the storytelling and the sense of scale and life.

Since the seagulls and fish are so small, I didn’t want to put too much time into making them. Sculpting these minor details in Zbrush would’ve been crazy. I solved this by tracing two images of a seagull from the side and the top with Create Polygon Tool in Maya. Then I merged them together while using the same images as textures.The same process was used for the fish.

18Seagul

Similar kinds of tricks goes for the humans. I’m not really a character artist, so I used sliders to generate a suitable, but still unique human in a free program called MakeHuman. The actual work was instead made in Marvelous designer, where I sewed my own medieval clothes.

19marvelousMan

The rain drops and the splashes are basically all planes composed in Maya, with a few texture variations.

20Particles

I often get asked about the water base of the scene, which basically is a tessellated water image. The trick here is a generated height map in Bitmap2Material, that’s applied on a circle shaped plane in Marmoset.

21Water2

To make the underlying sphere I used the same height map in Maya and extruded the geometry down and in towards the middle.

22waterbase

23waterbase2

As for the water materials I used a glossy non-transparent surface for the top, and a transparent blue-green material for the bottom. I used the same normal map for the bottom as for the top. Having local reflections enabled made a huge difference to the water reflections.

Lighting

I believe the lighting is really important when working with mood and making your finished props look their best. Experimentation is something I do quite a lot, trying out lights from different angles and different HDRI images if I’m using those.

I do have some principles that I often follow, such as using warm light and cool shadows, or the reverse. This is done with a strong warm directional light in the front, contrasted with one or two subtle cool lights in the back, or with post processing where shadows are tinted blue and highlights orange. While it doesn’t work for all kinds of scenes, it’s something that usually works great when showcasing hero assets.

I used a variation of this set-up for the Locomotive scene in Unreal Engine, but with the main directional light coming straight from above. This was mainly because I wanted a spotlight affect appearing on the floor, created by the shadows cast from the ceiling’s main dome.

24LocomotiveLight

Advice

I was a beginner myself not that long ago, and I’ve found that finding my passion projects and sticking to them have been key to both my own development and some nice portfolio pieces. When working on something you care about you have no choice but to conquer your challenges in one way or another. So don’t focus too much on what you think other people want to see, but instead what makes you excited, especially when you’re just starting to learn.

While the subject matter of course is important, a great presentation weighs just as much. Think about a scenario, make a small diorama, it doesn’t have to be a complete environment if that’s too much for you. The good thing about starting off small is that when you’re in the middle of it, adding new things to an already existing environment gradually becomes easier.

Try and take shortcuts where you can. Small pieces of the presentation shouldn’t take too much time, even if it might seem complex, like a character in a scene where it’s not the focus. Instead, spend your time on the assets that matter the most in the scene.

Finally, to increase your speed I couldn’t recommend it enough to use hotkeys. Not only does it save you time from looking through menus and marking menus, it also impresses your friends and clueless onlookers. Here’s a link to my custom Maya 2016 hotkeys if you’d like to try them out.

Joel Zakrisson, 3D Artist

interesting links

BUILDING INTRICATE DIORAMAS IN 3D

SIMPLE AND RICH LANDSCAPE BUILDING IN UE4

MOODY SCI-FI ENVIRONMENT CREATION


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , , , , , , , ,

Feed enhanced by Better Feed from Ozh

GameJobs: Environment Artist at Gearbox Studio Quebec

$
0
0

Gearbox Studio Quebec has a very interesting open position for the environment artist. If you’re into Unreal Engine 4 – this is your chance.

battleborne-80lv-logo

Gearbox has a long history developing awesome games with Unreal Engine. Borderlands series was actually created with the help of Unreal Engine 3. The most recent mix of DOTA and FPS – Battleborne – was actually developed with UE3 as well. This time though the company is building a project with the next iteration of the engine.

The requirements are pretty standard for an environment artist position. You need to know your way around Unreal Engine 4, have to work with 3DS Max, Zbrush, Photoshop, Substance – the usual suspects. Here’s the full list of requirements:

RESPONSIBILITIES

Create high-quality, realistic environment assets and content including props, architecture, geology and organic elements;
Collaborate with Design to make sure environment assets support gameplay;
Achieve quality and style benchmarks established by the Art Director;
Collaborate closely with the Technical Art Director and Lead Artist to understand and, as necessary, establish content creation processes in line with technical constraints;
Create blockout geometry, establish layouts, apply materials and details.
Stay up to date on new modeling tools and trends, as well as the latest innovations in the industry.

REQUIREMENTS

5 years of experience in a similar position;
At least 2 published multiplatform titles;
Deep understanding of video game art production techniques and processes;
3DS Max expert;
Advanced knowledge of Zbrush, Photoshop, Substance;
Experience on Unreal Engine;
Enthusiastic, self-motivated team-player who works well under deadline pressures.

Yes, and be ready to move to Quebec if you land the job.

Source: quebec.gearboxsoftware.com


© Admin for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , ,

Feed enhanced by Better Feed from Ozh

Amazing UE4 Scene in 20 weeks

$
0
0

4 artists from De Montfort University gave s super detailed look into the production of their amazing complex interactive environment with UE4. It’s a great look into the smallest details of the creative process. The final scene looks absolutely amazing.

Introduction

We are all 3rd year Game Art students at De Montfort University about to graduate. This was our final major project (FMP) which lasted 20 weeks total. Our team consists of Andrew Simpson & Mark Eastland (environment artists/all 3D work), Denise Jones (concept artist/all 2D work) and Dominic Mathuse (technical artist/functionality).

1

Video with concepts (no music):

As we’ve just finished our studies, we’ve mostly only worked on university projects, but we have taken part in a couple of game jams. This was the first project we’ve worked on all together, and it was good to have some time focusing on what we want to be.

Graduation Project

This project was mainly chosen because it had opportunities for each of us to contribute using our individual specialities. Not only this, it would force us to develop skills in these areas which are essential to have – skills that are standard in industry and vital for employment.

Andrew and Mark were required to learn a few programs, for example, they had used ZBrush in the past at a rudimentary level and therefore needed to develop a better understanding and skills in the program in order to produce good quality sculpts; also, to really speed up their workflow for making assets and add detail that only sculpting can do.

Meanwhile Denise scarcely touched on environment concept art beforehand, but she wanted to broaden her skills and gain experience in her weakest areas, choosing to work in a group as a valuable learning curve in many ways as it requires a different approach to when working on your own.

As for Dominic he wanted to further his knowledge in scripting and get a deeper understanding of shaders, especially in ways that could help support the art teams and make their workflow easier.

We all had areas we needed to get better at and this project offered the opportunity to do this.

For reference, here’s a topdown to identify the areas we talk about:

2

The main elements involved:

– The landscape. It was all blocked out using the landscape tool in UE4 to get a general composition, but at that point, we didn’t know how to go about making this kind of setting. We knew there were a couple of options we could try, but it had to be fast. World machine was one option which would have worked and probably would have ended up looking much nicer. However, due to the time constraints and other things which needed addressing, mountain billboards and rocks were placed instead. They were a half-placeholder which never got changed as people didn’t notice. The benefit to this is that it’s incredibly cheap and quick to move around should it need changing.

3 4

Mountain Billboards – not a pretty angle:

5

6

Attempt at World Machine (Didn’t use):

7

– Hero assets. There were a few assets which were completely unique and originally intended to be used very few times.

Some examples:

8 9

10 11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

These were created from the concepts and the general workflow involved was: Base mesh, ZBrush, Decimate, 3D Coat Retopology, Bake in 3DS Max, then texture in Quixel.

– Inventory/Crafting & Climbing Mechanics. We discussed implementing some gameplay elements into the level and as a result decided to include these. Dominic felt comfortable enough to attempt scripting these using blueprints in UE4 and started off with testing out some simple climbing mechanics, which soon turned into a fully fledged system that uses splines to dictate where the player would move along. This gave the team flexibility to later on adjust the climbable parts within the level. The inventory system was added later on and we originally wanted to include quite a few items to be picked up and different crafting sets, however we fell short on time and instead just included 3 items which could be crafted into a torch to keep it more simple.

26 27

The entire project from start to finish was 20 weeks. This included initial ideas, research, planning and presenting. However, we had group meetings about what we wanted our FMP to be a few weeks before the start date so that we could collectively agree on a setting that could showcase what we have to offer.

Whilst blocking out, we knew that whatever ideas we came up with were purely temporary and subject to change. At this point, the environment artists were trying to come up with map layouts and ideas for interaction in the level, climbing paths etc., and quick sketch overs were done to see which ideas were worth pursuing.

28

Very early on we also realised the map was too big so we had to make some cuts. The biggest one we made was the villagewalk at the beginning. Denise did some quick sketch overs on our block-outs, but the decision was made to make the vista & temple the main focus.

29

30 31

The other idea we wanted to pursue was the Indiana Jones type of adventure where the player picks up the artefact from inside the temple and that’s when it all begins to collapse (that’d be the point our level would end, with a piece of debris falling on top of the player). This also was too ambitious for our speed at the time, meaning that had to be changed half-way through to what we have now.

Very early blockouts for idea generation:

32 33

Initially, the general process we wanted to follow looked like this:

34

This meant that there would always be work to do for everyone and would minimise bottlenecking/waiting around before being able to continue. This unfortunately didn’t happen as things took longer for us to make than expected as we were trying to learn at the same time. Before we knew it, there wasn’t enough time to put as much detail & effort as we wanted to into the ending which meant it was rather rushed and didn’t really make sense.

Useful Tools

In terms of tools we used:

Dom made/setup: (Spline tool in UE4, 3DS Max mesh exporter, Setup Perforce, UI 3d widgets which can be adapted for any text + images and include an adjustable destroy radius).

The environment artists used a few free scripts to aid the process. These included:

– ‘Get Baked’: A tool by Mike Pickton to help with baking any kind of map & creating cages.

– ‘Weighted Vertex Normals’ Arrimus 3D:

– ‘Debris Maker 2.0’ by Aaron Dabelow for base meshes of twigs and small stones + used in initial block-out phase.

Environment Elements

The biggest elements involved:

– Modular pieces: The temple was constructed through simple modular wall pieces with a width of 0.5m and lengths of 1m, 2.5m, 5m & 10m. To get corner pieces, you can use the symmetry modifier and rotate it 90 degrees.

35

This meant we could change the scale or layout of the temple for iterative purposes. The base tillable for this was sculpted in ZBrush and textured in Quixel.

– Rocks: The rocks played a similar role, as they are extremely versatile. We intentionally tried to make them look different from all 4 angles, adding to the reusability of them.

36 37

– Foliage: The foliage was important for breaking up any repetition, getting some greenery in there, and to add to the cluttered/overgrown look we wanted. The majority of our foliage was made using photographs, editing in Photoshop, and modelling the plants in 3ds Max by hand. The only things we used SpeedTree for were the tree canopy and roots. The reason for this was mostly due to time as it was far quicker to do this than in 3DS Max with splines.

38

This kind of approach with modular components means you can iterate constantly as they act like Lego blocks when building your environment. There may also be times when you need something to fill in a blank space, but you haven’t got time to make anything new – you can use them as a bash kit and see what you can make using what you’ve already got.

The first scene with the mountain view of the valley looks absolutely incredible. How did you create the background here?

The vista shot was a lot of trial and error, and there’s so much more that could be done with it. None of us had used World Machine before so that was one attempt which looked perfectly good in terms of the shape and forms, but we felt it would be so much cheaper to use a mixture of billboards + rock models instead (again, also partly due to time restraints).

As the mountains were simply photographs, they needed a little bit of tweaking to get them to sit right in the lighting set up we had. This involved a quick colour overlay, brightness and contrast changes to match with everything else.

39

The rice paddies were made using Dom’s spline tool, so we only needed a cross-section of a paddy which could then be used to create any shaped one we’d like. A similar technique was applied to the vines.

40 41

The concepts were also a strong inspiration and helped us decide upon the golden hour lighting that really helps add to the atmosphere. Elements such as the importance of giving the impression of more lush, colourful foliage and hints of other, similar architecture in the distance to increase a sense of scale were inspired by her concepts too.

42 43

Foliage

We modelled all of the foliage ourselves except for the tree canopy and roots in the cave. They were done using SpeedTree which was mind-blowingly fast to get decent results.

The main trunk and roots of the trees were modelled and ZBrush. They were originally going to be part of a modular tree that we would be able to build in engine using the spline tool that Dom made using blueprints, however, due to complications and bugs we opted to rethink the way we approach the Trees. So using SpeedTree we were able to produce a quick fix for the canopy.

44 45 46

The rest of the foliage was done by hand. The general process for this was creating the albedo in Photoshop, then modelling the plants in 3DS Max whilst trying to keep overdraw to a minimum.

47 48

Building Natural Materials

In terms of the materials, as mentioned we used Quixel for pretty much everything. Their material library is huge so you should be able to achieve pretty much anything you want. We generally used smart materials for a base, changed the parameters in the albedo & roughness, and then built on top of that by painting in colours and masking in materials by hand.

49

 Did you make as many unique materials as possible, or did you try to reuse different materials in a different way within one scene?

We tried to use everything we made multiple times to ensure we were getting good use out of them. Also, most things had a unique texture sheet as things were very quick to texture in Quixel, and we could easily change it if we needed to.

The modular wall pieces were textured using a sculpted tillable wall texture. This texture was applied to nearly all the wall pieces using different unwraps to coincide the mesh and form of the asset.

50 51

 Architectural Assets

As the theme is based around Indonesian (especially Balinese) folklore and religions, the architectural and visual styles needed to fit in with the narrative we wanted to develop. We did take liberties with the design of the temples to give it our own spin – which were explored a lot in the initial concept phase. We saw the patterns in a couple of books which were then remade in Photoshop as stamps to be used for our high poly sculpts. The concepts also reflect specific traditional characters, as they were used as the base of inspiration and their underlying narrative to tie everything together design-wise.

52

Our concept artist provided the general narrative of the level which is:

“Rangda, demon queen of black magic and creator of disease, has long been imprisoned by the efforts of Vishnu: the preserver and guardian of mankind. Within his loyal subject’s stomach, swallowed and contained by Garuda, the fiend now rests. Yet time has passed, memories in the minds of civilisation have faded and the temple has fallen into desuetude. The seal upon Rangda is weakening.”

We used foliage as a way to break up the repeating elements of the modular pieces which works in favour with the overgrown temple design we had in mind.

Individual temple bricks which matched the tillable texture on the modular temple walls were placed around and intersected with them to break up any repeating elements and gave further shape/form and hide away any obvious geometry. The bricks also provided a nice bash kit to create rubble and crumbling parts to the temple.

53 54

 Composition

One thing we had to consider was the placement of the entrance to the temple. Our original idea was to have one side collapsed creating a natural entrance. However, this didn’t work well with the composition and there weren’t any indications to the player as to where they should be going.

55 56

Another thing to consider was the colours. The forms were doing what we wanted them to which was to draw your eyes towards the middle and hopefully the player would clock “I need to get in there”. At the time, everything was just blending into each other not really visually interesting.

In the image below part way through, you can see the wings were just standard stone with some gold trim. This was changed however when it became noticeable that the colour palette just wasn’t working and detracted from the potential of the assets. As a result our concept artist spent a few minutes quickly adding in a much more vibrant range of colours to add interest to the scene to communicate a much more tropical atmosphere while using the complimentary, hot colours in the centre to immediately draw the players’ focus to the desired focal point: the doorway. This quick paintover was enough for the environment artists to re-texture & light the scene better.

57

Inside the cave, we wanted it to feel a little bit cold, but by making the lanterns really stand out in red providing a warm source, seemed to add a little area of interest which we could use to lead the player where we wanted them to go. The same goes for the skulls; red candle wax and light sources to lead the player through.

58

Lastly, colour in the vista screenshot was used to lead the eye. The blue sheet for the wooden shack stands out amongst the greens and browns, plus, the flowers dotted around also add a bit of colour to the scene.

59

Lighting

There were a lot of static lights placed around with small attenuation radii. We used a dynamic directional light for the sunlight so as the foliage moves in the wind, the shadows move with them. A lot of fake lighting was used in the level in order to lead the players’ eye and give a clearer path as to where they have to go, this is done a lot in games usually without us noticing as we’re drawn to the lighter areas.

60

61

For the cave scene, again a lot of faking was used to get the desired effect. The hole with light seeping in is blocked using an emissive plane with a spotlight in front of it to give the impression of a blown-out sky. In the post process, the highlights were crushed in this area for a more dramatic effect.

62 63

Subtly coloured lights were used in areas you wouldn’t have thought as they can give the scenes a little bit of a pop to avoid them looking too bland. Without the coloured lights, some areas would be rather bland as most of it is just rock/stone and plants. Admittedly this could be done in a more subtle way, but we’ve still got so much to learn with lighting.

Shaders and Effects

Fire & water can be tricky things to do. A lot of tricks/techniques that we know are down to finding tutorials and learning other people’s approaches, then building from there. The fire was made by following a great tutorial by imbueFX; initially for UDK, but 99% applies to UE4.

imbueFX Fire Tutorial:

In short, it uses: the ‘SubImage Index’ module to spawn randomly 1 of 4 different flames, a very simple smoke alpha, and the ‘RadialGradientExponential’ material for the embers (this can be used for quite a few different effects). The light coming from the fire is a blueprinted point light with varying intensity as this was far cheaper than the particle light module in cascade.

64

The waterfall material was made by using a series of masks (retrospectively could be made better), multiplied together and panning downwards. The final mask was used for opacity and refraction – we could tweak it by using the following parameters:

65

The water for the courtyard uses a base water shader with a couple of parameters that we adjusted to achieve the right effect.

For the opacity, we are using both the scene depth and the pixel depth to give us the depth of the water from the surface. This allows for the water to appear more see-through in more shallow areas and opaque in areas where the water is deep. We also added a minimum opacity slider, so that in very shallow areas the water itself is still slightly visible. Finally, we added depth fade, so that the water fades out when it intersects with another opaque material, which gets rid of seams in those areas.

For the roughness we are simply using an inverted opacity, so that in the more see-through areas the reflections would be more rough, while the areas where the water is really deep and opaque will give us nice clear reflections. The base color, emissive and metallic channels are all controlled by parameters that we messed around with until we thought it looked right.

The normal map was another complex part, for which we wanted to have 2 panning normal maps that move in opposite directions to create ripples on the water surface. Dominic decided to have these not only be world aligned, but also made them so they’d work regardless of the rotation of the water plane. For this he used the values of different channels of the vertex normal and used them to lerp between projections of the normal map.

66 67 68 69

Materials

In terms of software, we used 3DS Max for modelling & baking, Bitmap2Material3 for tillable landscape textures, CrazyBump for some foliage normal maps, SpeedTree for the canopy & roots, ZBrush to sculpt + add damage, 3D Coat to retopologise, and Quixel for texturing. Andrew and Mark were both very new to some of these programs and had to quickly learn the basics whilst producing the assets.

To build the materials for our foliage, the process involved processing photos in Photoshop to get the albedo, followed by a height (to extract the normal), then a roughness. In engine, we set up material instance parameters to control hue, brightness, contrast, saturation, roughness, normal map strength. This meant that tweaking things were very quick if it involved minor alterations.

70

71

For the rest of the assets, Quixel 2.0 allowed us to produce textures rather fast which looked great as is. Being able to paint directly onto the model using their variety of brushes was great for adding the smaller details and roughness/colour variation. For roughness maps, it is good to have contrasting variation to make it pop a little bit more when the light hits it (this definitely depends on the material and environment it is in, but generally works well).

72

Interactive Elements

We initially had a quite a few ideas and puzzles we wanted to do as you progressed. Shortly after beginning though, we realised this wouldn’t be possible at the current progress speed.

73

 

Instead we focused on more simple interactive elements, that we could implement to make the level feel a bit more like a game rather than an experience. One of the first things we decided to include were a set of climbing mechanics, which we ended up using on the side of the temple in the finished level. The mechanics allow the player to jump up to a ledge and climb along it, as well as pull themselves up onto it. It also allows for the player to climb from one ledge to another and slide along the top of an edge.

We also decided that we wanted to include a little inventory and crafting system, so we placed a few items towards the beginning of the level that the player could pick up and inspect from all different angles. After picking up all 3 items, the player would then be able to craft a torch out of it, which we used later on in the level to let the player navigate through a cave.

The biggest challenges with these interactive elements were really just creating them. Having only had a bit of experience with scripting previously they proved to be quite challenging from Dominic. The climbing system in particular was actually re-created in the middle of the project, since the original system was not as flexible and we wanted to have greater freedom with how we can use the climbing mechanics.

Optimisation:

– Lightmap resolutions – most maps had to be dramatically low for performance, hence the blue colour (aim for green to have ideal texel density).

74

– Texture resolutions – you can quickly downsize textures and test their effect by using this box below:

75

– Mesh LODs & Particle LODs – assets used a lot e.g. foliage, will all need LODs. Particle LODs should also be used to increase performance.

76

77

– Mesh Culling.

78

79

– Static lights only (apart from directional & torch flames) with small attenuation.

– Turned off cast dynamic shadows for anything that didn’t require it in the object details panel.

– Directional light lerp when you enter the cave. Dominic created a quick script that would lower down the intensity as the player enters the cave. This was done by using a collision volume that checks the player’s location while inside it and sets the intensity of the light depending on the location of the player on the Z-axis (up and down).

– We tried to re-use as much as we could rather than creating more individual assets not only to save time, but also as instances are cheaper to use. The objects highlighted are the stone lotus flower and the pagoda/shrine pieces.

80

Challenges

In terms of challenges, trying to reach the quality of sculpted assets and tillable textures which today have become a standard in AAA games, was difficult. We knew as the project went along that the more assets we had to take into ZBrush, the more we’d improve. There is still so much to learn but it’s good that the foundation knowledge is there now ready to be built upon. ZBrush is a very versatile program and there are many methods of obtaining the same result, some of which are faster and more efficient than others. Through the project it was basically a trial and error procedure; if one person finds a better way or a nice trick, they would share it so we could always learn from each other.

-We didn’t have a clear cut vision of exactly what we wanted at the beginning. We were planning/blocking out in the first week, but part way through week 2 it was suggested to us that we get a ‘benchmark ‘ area done to get an idea for the timescale; this would help us gauge whether or not what we initially wanted to produce was even possible.

This threw us off a bit as there were parts of the level we weren’t happy with in the block-outs but continued to begin production. These areas then drastically changed halfway through because we knew there wouldn’t be enough time to get what we wanted done, but it then felt it’d be too small if we cut it out. This resulted in a cave tunnel with no ending, and thus, scrambling for ideas on how to end it became a large issue. So, we didn’t completely overcome this, but we all know what not to do in the future.

Time constraints affected the concepting as well. Several times the more impressive concepts had to be cut, in favour of something simpler because they would be too complicated to afford tackling with our given timeframes: though thankfully Denise presented the quick sketches of her ideas first for discussion before spending time on detailed renders which may not be used. For example, as you can see below, the original ideas for the floor of the temple courtyard area were complex (manageable with more time, though). So she produced the third idea on the same sheet, as a compromise.

81

In addition, things that the concept artist might find obvious may not always be obvious to someone else, as was often proven. Things had to be clear: whether it was through supplying the environment artists with boards of reference material, adding some values to concepts to clearly communicate depth, supplying the group with more orthographic drawings, or just cleaning up linework. You can see the improvement as she revisited a few pieces later on – one example:

82

Advice

General Advice:

Project scale & time + buffer periods. This was our longest project to date and we found that however long you think it’ll take, add an extra 50% on top just to be sure. When blocking out, you may make things way too large because you want to make it an ‘epic’ scale, but unless you know you have the time and resources for it, you’ll probably need to scale down… then some more. That was our personal experience, but we’ve found that this occurred on previous projects also.

Consistent asset pipeline. This helps avoid things looking out of place. Our asset creation process remained consistent throughout. If you establish a benchmark early on as to how you & your team are going to be creating things, it will reduce the number of situations where things don’t sit right in the scene.

Always get critique. Luckily we had tutors to ask as well, but getting consistent crit from your team is so important as it can give a new perspective on things, there were a lot of instances where the person receiving it hadn’t previously considered the things mentioned as feedback.

Don’t be afraid to change things. Getting too attached to your work can inhibit progression. Remember that it is an iterative process so take a step back and analyse what isn’t quite right and fix it. Consider factors such as the composition, colours, shapes/silhouettes, or simply anything that looks out of place for whatever reason and address the problem.

Get the big strokes done first. Ideally you’d want to produce the minimum viable product as soon as you can. We should have made this another focus because if you get the foundation in and it works at a basic level, you’ll be building on something you already knows works, resulting in less confusion later on.

Set regular goals & priority lists (we did ours weekly). There will be times when you get so caught up in the small details that you lose sight of the bigger picture and it’ll seem things are going slower than you’d like. If you set weekly goals, you will be more likely to keep up the pace and it’ll feel as though much more is being achieved.

To see more of our work, and a week-by-week breakdown, please visit our blogs:

Mark Eastland, 3D Environment & Prop Artist

INTERESTING LINKS

SIMPLE AND RICH LANDSCAPE BUILDING IN UE4

MOODY SCI-FI ENVIRONMENT CREATION

BE VISIBLE: HOW TO GET A JOB IN GAME INDUSTRY?


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , , , , , , , , , , , , , , ,

Feed enhanced by Better Feed from Ozh


Game artist talks making the first step toward UE4

$
0
0

Game Artist Nikola Damjanov presented the breakdown of his first project in Unreal Engine 4 at Noredus Blog. Developer talked self improving, planning and modeling, texturing, post-processing and other stuf. How does one developer make a step from using Unity to learning another engine? Check this breakdown to find out.

27_panorama

Self Improving on a Large Scale

I hope this article finds you in a good mood because sometimes that is all it takes to harness motivation and creativity. I would like to start with a small disclaimer: this was my first project in Unreal Engine (UE) and I do admit that par of the workflow could be better and/or more optimized so if you have any comments, please do share them.

2016-06-23 11_14_43

So let’s start. The dawn of this project was more than a year ago as an internal game prototype. We wanted to try a game with PvP gladiators and with a rock/paper/scissors mechanics. We had a week to do it so I kit-based and slap-dashed a lot of stuff just to make it in time. And, of course, the visual fidelity of the game was not the target here but nevertheless I wanted it to look at least nice-ish.

01_oldIngameShot

screenshot from the initial mobile game prototype

The game was scrapped for various reasons but I never really could let it go. And then, a year later, I stumbled across the old files while I was thinking about my next personal project. That’s when I decided to revisit the scene and redo everything from scratch, the way I had wanted it and seen it.

The initial concept I had was to remake just a part of the arena and use it as a backdrop for a gladiator’s fight scene. I had a static scene and two characters in mind at that point, and had an idea to render everything in Marmoset but I quickly ditched those plans. Shortly after I started rebuilding the scene, I immediately searched for a more engaging camera angle than the one from the game prototype but that was hard; I was limited by the small part of the arena and however I tried to move the camera, something was missing.

02_partOfTheArena

initial size of the arena

That’s when I decided to build the whole thing. I thought it would be interesting to present it as a moment in time but with the freedom to pan and rotate around, to explore the scene and absorb more pieces of the story by experiencing the environment, atmosphere and the characters. So I switched the idea of a static shot with one of a diorama. But the project was derailed again when I realised that Marmoset was not the best option to render scenes at this scale. I love Marmoset for presenting characters, props or small sections of scenes but I felt like this was out of its scope. I just couldn’t get the quality or flexibility I needed. That is when the second big change happened and I decided to switch to UE.

03_marmoset

scene assembled in Marmoset Toolbag 2

I have a lot of Unity experience since it is my everyday work tool but I never had the chance to play around with UE on a more serious scale. I’ve seen some mind-blowingly impressive real-time stuff from other artists and that gave me enough motivation to learn something new and to try it out.

04_unrealEngine

scene assembled in Unreal Engine; immediately showing more depth and atmosphere

This is the general story of a chaotic road that led me to do the scene in the way I did. It was filled with trial and error but I liked it since it made me try new things and learn as I went. I find it interesting that sometimes when I do personal stuff, it’s pretty straightforward — I know what I want to do and I just do it using the steps that are well known to me. And that is perfect for times when you are focused on the end result. But every now and then, I just let the project take the steering wheel at guide itself. It’s much more time-consuming and frustrating, but I found out it’s also much more educational and fun. You get the end result but the journey is enjoyable as well.

OK, now that we know what we want and how we want to do it, let’s go through some of the actual work steps.

Planning and Modeling

Because the project was going all over the place in its initial states, these two stages eventually got fused. The models themselves are extremely simple. Since the entire scene is mostly composed of rocks, I just started with basic shapes and simple poly-modeling — nothing fancy. Considering the initial plan to render everything in Marmoset, I laid out almost the entire scene in 3ds Max. I suggest you be smarter than me; if you are planning to make something like this in a game engine, just assemble the scene there, use instances and save yourself time and performance. I was too lazy to rearrange everything again because I knew I had a lot of work to do and wanted to focus on other tasks.

05_basicModels

basic models used to build the scene

Now that I look back, I would definitely add more geometry to certain places; that is one of the drawbacks when you let the project go wild. You start with one thing in mind and end up with something completely different. Things get lost in the translation because when you are making real-time assets, technical limitations are important so try to plan ahead and avoid making those limitations into defects.

Sculpting

After knowing what the scene would look like, I separated every unique asset to a separate file, made UVs and imported them into ZBrush. My workflow there went like this: import a low poly model, subdivide many times with smooth off to get more geometry but preserve the shape, and a couple more times with smooth on to soften the edges. That gave me a good enough starting position.

Rocks were made using Clay brushes to add volume then Trim brushes to remove it. I’ve repeated and layered those steps couple of times until I got the stone look. Towards the end of an asset, I’d use Dam Standard with a low radius to define the major shapes, add more depth to crevices and insert a crack here and there.

06_sculptStone

stone sculpts

For metals, I had the same start but didn’t sculpt them too much. Instead, I layered two or three surface noises (Erosion, Dent or Corrugated)  of various shapes and sizes, and then used the Trim brushes in between the steps to add large scale surface deformation. I was aiming for an old iron look and that did the trick.

07_sculptMetal

metal sculpts and example of a Surface Noise

Cloth had a slightly different treatment because I only subdivided it with smoothing on since I needed soft and rounded edges with a nice flow to them. So I just creased the edges I wanted to stay sharp. I heavily used the inflate brush to make it feel like the cloth was sagging and details were added by using very nice cloth folds alphas from Ahmed Teka. I didn’t sculpt any surface details or the torn parts because I knew I would add them in the texturing phase.

08_sculptCloth

cloth sculpts and mainly used alphas

Texturing

One of the few things I knew at the very beginning was that I was going to texture everything using Quixel. I’d used it before on stand-alone assets and I wanted to test it on an entire scene. The quality of the scanned textures that Quixel has is second to none but the software could be better on the usability side. Since Quixel doesn’t have high to low poly baking, I exported the normal maps from ZBrush but everything else was baked in Quixel — AO, curvature, object space normals and position gradients.

09_bakedMaps

various baked maps; tangent space normal, object space normal, curvature, ambient occlusion and position gradient

First thing I did was a bit of exploring and look development. I started with a stone part since that was the majority of my scene and played around with textures. I was experimenting a lot of things like the color/darkness of the rock, how rough it was, whether it was more or less covered in sand…etc. This was a pretty playful part so I suggest you take your time to try everything. Quixel is your friend here since you can easily layer materials using their powerful masking system.

10_stoneLookDev

look development for the stone material

When I got the look I was aiming for, all the rocks were practically finished. I created a smart material from the lookDev and that gave me a preset defining all the different mixed materials, their attributes and masks. After that, it was just a matter of applying that smart material to all of the stone elements with some occasional individual tweaking for base color and amount of sand.

11_stoneStairs

Image 11 – stone smart material used on the stairs and final diffuse map

Metal was much simpler since it just had an iron base and some coating on the top. I was afraid of how the transition from a metallic to a nonmetallic surface was going to look like in a metalness PBR workflow, but it turned out looking good.

12_metalTorch

metal smart material used on the torch and final diffuse map

Cloth was maybe the most challenging part. (Not for the texture though, that was straightforward: I used the cloth material for the base, then added some lighter color overlayed on the exposed parts, darker color multiplied in the occluded areas and a washout color for edge wear. I also added some additional dirt in the end).

13_clothShades

cloth material used on the shades and final diffuse map

What I had trouble with was the torn parts of the cloth. I went through a couple of trial and errors before I got something that fitted the scene. First, I tried to use Quixel to make some grunge masks and then just paint them in wherever I needed them, but that just felt uncanny. In the end, I opted for a photobashing approach. I gathered a lot of references of various torn cloths like denim, flags, curtains and shirts. I then cut out interesting parts, desaturated them and played around with levels to get the best possible alpha map segments. From there, I continued arranging them as puzzle pieces, trying to match the scale and give enough details to the cloth. But be careful, it is easy to go overboard!

14_clothReferenceAlpha

references I gathered for making the cloth’s alpha and the final result

The ground, well, I did that twice. At first, it was a simple plane modelled in max and modified it to look like there was some slight height variation and as if there was some dirt buildup around the edges. It was textured as an 8K map, combining two types of sand (coarse and rough), dirt and pebbles. All of that was mixed with hand-painted masks. From a distance, it looked OK but the plane was too large for one 8K map to look good from close up. I had an idea to split that plane into parts and have them use separate textures but that was a pain to do in Quixel. Anyhow, in the end, I chose the third — and probably the smartest — option; I rebuilt the ground in Unreal Engine using it’s terrain tools. I exported all the different maps from Quixel as unique tileable textures and then made a splat shader in UE that mixed those maps based on vertex colors. There is a tradeoff to this technique though — you get nice and crisp textures (even in close-up) but the complexity of mixing them is directly dependent on the amount of geometry that terrain has. So, as always, you need to find a balance between geo resolution (performance) and the complexity of mixing (looks).

15_groundDetails

comparison of ground texture details; top – unique 8K texture, bottom – splat shader with three 1K maps;

Assembly

Now I had everything I needed to start packing it in UE. After importing all the models and textures, I created three materials for the entire scene. All of the materials used the standard 2-sided metal/rough PBR base with default UE settings but with some slight differences. Cloth material, for example, used the masked blend mode (for transparency) with a subsurface shading model and the terrain had a custom built mixing shader based on the layer blend node.

16_groundSplatShader

configuration of the splat shader used for the ground

This point was a huge milestone for me because it was the first time I had seen the entire scene, together with textures, assembled. And, even in its vanilla state, it looked good compared to Marmoset. I was really happy that I made a right decision; it also boosted my motivation to undertake the big amount of work that was in front of me. The scene was there but it was static so it was time to breathe some life into it.

17_justTextures

scene with just the textures

Wind

The first thing I tackled was animating the cloth parts and it was not as easy I thought it would be. I can’t elaborate on the details because my knowledge of the subject is basic and there are some nice YouTube tutorials to get you informed. In short, the workflow goes like this: you need nVidia’s Apex Cloth plugin that you can get for free from their website. Then, you need to create at least one bone and skin with the cloth object so that UE can recognise it as an animated object. After that, you apply the Apex cloth modifier to the cloth object and manually paint in the force influences on the vertex level. Of course, those vertices that are connected to something and should remain static must have the influence value of zero. You then separately export the skinned cloth object and an additional apex file that basically holds the cloth vertex information. When you import the object in UE, you will need to supply that additional file as well and then UE will consider that object as a physically animateable cloth object. All you need to do after that is to add some wind to your scene and things will work — it did take me some trial and error for things to work as I wanted, though! I left the UE’s wind at the default settings but I had to use really high force influences in order for them to behave realistically.

18_clothSetup

Mesh Details for setting up cloth in UE and how to define simulation-ready vertices in 3ds max

Foliage

The plants are actually the oldest trick in the book — just simple intertwined planes with a transparent texture. They were placed around using the UE’s foliage painting tool, which is really easy to use and powerful, and works for everything. You are not limited to foliage, as you can easily populate your level with props, cars, bricks….etc. An extremely useful feature!

19_foliagePainting

 foliage painting tool in action

The plants were not physically animated using the wind but the animations were done in the shader using the SimpleGrassWind node. As the name suggests, it is simple to setup: you need a numeral value for wind intensity and a gradient map for wind weight that matches your diffuse UVs — black for the parts you want to be still and white for the windy bits. Then just plug the result into the World Position Offset of your material node and you are good to go. This approach is much simpler and resource friendly than the cloth one but you don’t get the same realism or the variation. In perspective, you could make a more complex shader that will modulate the wind intensity/weight for individual plants and improve the overall variety, but I didn’t do that.

20_plantShader

plant shader with SimpleGrassWind

When you start painting out foliage, it’s very easy to go over the top; trust me on that. Just be reasonable because this kind of set-dressing should benefit the overall composition and not flood it.

Lighting

The arena has several lights but the most important one is the directional light that simulates the sun. That is also the only light that casts shadows. Other lights are placed and the torches simulate fire. At first, I played around with real-time lightning since I had an idea to present the scene in some daylight changing time-lapse fashion but I opted out for a baked solution because I knew I wanted slow camera movements, close up shots and crisp shadows.

21_dayCycle

daytime cycle

I hadn’t planned this step ahead so some tweaks were needed. I had to manually adjust the lightmap resolution on an object basis so I could get a more unified texel resolution across the scene and thus lightmap consistency.

I added a BP_Sky_Sphere that creates a procedural sky dome based on the position of your directional light. Then I created a SkyLight that uses the entire captured scene as a light source and had one SphereReflectionCapture in the middle of the scene for reflections. I kept the bake settings at low for the sake of iterating quickly and when I was satisfied with the light/shadow position, I just turned everything up to 11 and waited.

21_withLight

scene without and with light information

Particles

This was another thing that was completely new to me. I had the practical particle knowledge and experience from using them inside 3ds Max and Unity but UE’s Cascade felt different from the start. I’m still not sure I understand how it works to the fullest. I had three types of particles in the scene: fire, dust and sand. Fire is a modified version of the emitter that comes with UE’s standard package. It has suited me well from a testing and learning perspective, plus it looks good. I often find that reverse engineering, and modifying existing assets, is a good way to learn and explore, so do that when you can. The same goes for the dust — I just tweaked the settings of the lifespan/velocity/color/size to suit my needs and layered them across the scene. I took the things I learned and made a sand-storm that goes over the entire scene. It’s a very subtle effect from a simple particle system that has a smoke texture in 4 stages, a high velocity and a low opacity.

22_particleTorch

Cascade setup for the torch fire

Post-processes

After everything was there, it was time for some post processing. This is that crucial final step that will unify and polish everything you’ve done so far. Think of it as the icing on the cake. What you need to do is add a PostProcessVolume into your scene and mark it as Unbound so it affects the entire scene and off you go. Go wild, play around and find something that suits your style and your vision. Color grading is your biggest friend here; you’ll see how quickly you can change the mood and atmosphere of the entire scene. Color grading in Unreal works with LUTs (lookup tables) that you can easily author in Photoshop. Grab a screenshot of your scene, insert a default LUTs in the same PSD file and then use any of the Photoshop tools to adjust the colors — levels, curves, color balance, photo filters, gradient mapping… anything. Once you are satisfied with the result, just export the LUT piece of the image with all the adjustments and use it as a color grading LUT in UE. Simple and powerful!

23_lut

default LUT (top) and the modified one (bottom); changes look minuscule here but as you can see on the next image, the effect is drastic

That is exactly what I did. Aside from the color grade, I also added some bloom, lens flares, ambient occlusion and screen space reflections.

24_postProcessing

scene without (left) and with post processing (right)

Sound

In order for the video to be a complete and immersive experience, you need sound. Just watch any animation that you like with and without sound, and you will see the kind of impact it has. I actually spent two whole evenings just searching for the perfect music and I’m still not happy with my choice! From all the WIP screenshots I made during the production, I had the animation’s storyboard in mind and I knew what I was looking for: an epic sounding track that starts slow and dramatic, and that then abruptly switches to an upbeat tempo. Every time I find something promising, I play the music in the background and walk around the scene in UE and simulate the camera movement just to get the feel. In the end, I found my best match in YouTube’s audio library. It’s a very nice resource for royalty-free sounds. The only other sound that I’ve added is the wind you sometimes hear in the background.

Cameras

Now comes the part where you can sit in your director’s chair. The fun part of this is finding out the angles and compositions that suit your scene. Pay attention to the golden ratio, symmetry and the foreground/background balance but do unleash your creative freedom — it all comes down to these beauty shots. I chose my camera angles based on what I wanted to show (cloth, metal, closeups, entrance, fire…) and what I needed (inside for the beginning, outside for the middle and bird’s eye-view for the end).

25_cameraAngles

compilation of various camera angles that I thought were interesting

Choosing the shots was not that hard but animating them inside UE was a nightmare. In its current state, Unreal’s Matinee is just a pain to use. The way you select cameras and create their keyframes is very un-user friendly. I reset the animation or placed keyframes on a wrong camera so many times that I lost count. That’s why I’m really looking forward to Unreal’s new Sequencer that will hopefully remedy this problem and bring a much better UX and an NLE approach.

26_matinee

my Matinee setup with 14 cameras/shots

Final output

Once you set up your cameras, you are actually one click away from the rendered frames. And since this is a game engine, you won’t wait long. I rendered everything out in 4K and used AfterEffect to put the pieces together. I wanted to keep the straight look from UE so I didn’t do any post-production in AE.

For some additional beauty shots, you can check out the Artstation link here and I highly suggest you watch the final video in HD full-screen and with audio:

As a final touch, I leave you with this panorama.

27_panorama (1)

Panorama of the Arena

Article by Nikola Damjanov, Game Artist at Nordeus Blog


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , ,

Feed enhanced by Better Feed from Ozh

Tuebor: The Creation of Online Games

$
0
0

The creators of Strength in Numbers Studios have talked about their debut game Tuebor and discussed the difficulties of indie development.

Introduction

Strength in Numbers (SiN) Studios first opened its doors on April 1, 2015. The name originated as our CEO believed that as our team grew larger, SiN Studios grew stronger. Plus, it has a fun little acronym.

Tuebor is SiN Studios first launch title.

Many of our senior staff have worked for AAA studios and have shipped titles such as: Fallout: New Vegas, Dungeon Siege III, Alpha Protocol, Call of Duty: Ghosts, Halo 4, Halo Combat Evolved: Anniversary, Halo Reach, Call of Duty: Black Ops, Galactic Civilizations III, Saints Row, Saints Row 2, and Red Faction: Guerilla.

Many of our junior staff have also shipped indie games from various projects.

New Detroit Splash

FactoryJ03_splash

Tarror_marketing

The CEO, and Founder, of the company had owned a LAN Center for almost 9 years, which is where the game design originated from.

Tuebor

Tuebor is a 3rd person, cross-genre, competitive, multiplayer, action game where players will conquer, defend, and survive against hordes of mutants, cyborgs, and an evolving artificial intelligence system in a post-apocalyptic, dystopian future.

Ahnold

ABB

archon brillis-lg

dawn-lg

illiria-lg

micro-lg

Our goal was to capitalize on features and aspects of games people enjoyed, while discarding the features that were less than optimal. Everything is end-game content so players can jump in and enjoy the experience without having to spend months getting to the good stuff.

The game is heavily influenced by sci-fi and cyberpunk with inspirations from such great franchise as Aliens, Blade Runner, and Star Trek.

Drain Pipe Splash

Building Multiplayer Element

One of our primary goals was making sure, throughout the creative process, the game remained fun for players. Each map, game mode, and characters’ abilities have been play tested repeatedly over the course of the development cycle.

over pass

The closed alpha testing we have been doing over the last few weeks has helped bring fresh eyes on the game. We’re continuously tweaking things that don’t feel right or don’t give the user a good/fun experience.

Our concern too was to make sure the levels didn’t just feel “grindy”, but also had a strong element of fun, or challenge, or excitement about them.

Game Engine

We are currently using Unreal Engine 4 for our game engine, and a custom “learning and evolving” AI engine that we have been adapting and licensing from Michigan State University.

Mire's Lockup Splash

Useful Tools

The tools are easy, just learn everything about Maya, Zbrush, Unreal Engine, Visual Studio, AWS, PhotoShop, After Effects, Agile Methodology, SharePoint, MySQL, NDO, DDO

Caldera

But seriously, the production pipeline got into the best position when we were able to hire an experienced full time project manager/game producer. Having someone be able to organize and assign tasks to keep the pipeline flowing has been immeasurably helpful.

lava flow

Avoiding Mistakes

The entire process is a learning process, whether you’re a junior developer or have shipped a lifetime of AAA titles, so there are always bound to be mistakes.

The big mistakes came early on in assuming we had enough design documentation. Once we learned that we needed to step up the documentation we were able to keep all teams running more efficiently. Having people wait for the design team to flesh out the information wasted more time that would have been prudent. The fix for this was having the design team work overtime (nights and weekends) for several weeks to get the pipeline unclogged.

fb_Brillis01

Monetization

We are approaching the monetization on three fronts to allow gamers to tailor their purchases of Tuebor based on their personal preference.

Right now (subject to change) the plan is as follows:

  • Free to play: to allow players to get their feet wet and see if they really like the game
    o F2P accounts will have limits to weekly content such as game maps and heroes onrotation.
  • $15 Skull Ball Edition: this will include all of our Skull Ball game maps and 10 of the30 heroes
    o This account will also still be allowed access to the same weekly maps and heroes
  • $30 Champions Edition: this version will unlock 20 of our 30 heroes and all of the game modes and maps.
  • $45 Heroes Edition: this version will unlock all 30 heroes and all game modes that ship at launch.
  • $60 Ultimate Heroes Edition: this version will unlock all 30 heroes and all game modes that ship at launch, AND all heroes and game modes that we release for the entirety of the game life cycle.There are also vanity items in-game to purchase to snazzy up your hero in very unique and fun ways. These will be sold via low dollar amount micro-transactions between $1 – $5 for the Tuebor enthusiast that wants to pimp-their-hero out like a baller.There are no pay-to-win elements of this game, you cannot buy items to make you stronger, faster, better.

angel-lg

bioreact-lg

fallen-lg

Lave-Flow-Concept

mutate-lg

overpass-lg1

Emily Springer, Marketing Manager at Strength in Numbers Studios, Inc.

INTERESTING LINKS

LIGHTING SCENES: REALISTIC LIGHTING FOR AUTODESK MAYA AND MODO

3D CREATION WITH MAYA, UNITY AND 3D COAT

STUDYING LIGHTING & MATERIALS IN UNREAL ENGINE 4


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , , , , , , , , , , , , , , ,

Feed enhanced by Better Feed from Ozh

Lukas Kays: Modular Space Corridor

$
0
0

Aspiring 3d artist Lukas Kays talked about the production of his simple and pretty environment. In this article he shows how a couple of textures can help you build some amazing environments.

Introduction

IMG_04_Corridor_Lit_04

IMG_03_Corridor_Lit_03

IMG_02_Corridor_Lit_02

IMG_01_Corridor_Lit_01

My name is Lukas Kays, I’m 22 years old 3D Environment Artist from Germany. I studied Game Art & Interactive Animation at SAE Institute Cologne and finished my Bachelor of Arts in 2015. I’ve worked on a unreleased racing game for Looterkings GmbH in Cologne for a few months. Since then I’ve mostly worked on my portfolio while simultaneously working as a student supervisor at SAE Institute.

Prior to my studies I’ve never worked in 3D or anything similar but as an avid gamer it quickly became a dream of mine to develop those games I enjoy playing. I aspire to one-day work at Naughty Dog or a similar AAA studio as games like Uncharted 2 or Mass Effect were probably my main inspiration that drove me to get into game and especially environment art.

Space Corridor

I really wanted to do a Sci-fi scene as my portfolio didn’t include one so far. And there are some gorgeous looking Sci-fi games like Star Citizen in development which inspired me to do so.

Originally I didn’t want to do a corridor as they are created really often so I decided to go for more of a command center project. The project soon became larger and more complex so for the sake of my portfolio I decided to take a step back and focus on a smaller part of the whole scene. This way I tried to get more of a feeling how the scene should look and had a small secluded part which I could directly upload on my portfolio.

As this is only my second environment the goal of this scene was mostly to improve the way I tackle larger environments, working with modular assets, planning the layout etc.

(IMG_05_UE4_Screenshot

Modular Elements

All of the modular elements of the level are modeled in 3ds Max. At the moment there are quite a few ways to add a lot of detail to your models without a highpoly and baking but to improve my baking process I’ve decided to create my normal maps baking highpolys.

IMG_06_Modules_Wireframe

I always start modeling by creating a midpoly version of the module with most of the details I want to bake into the lowpoly later on. Then I create a copy of it to use as a highpoly and bake those details onto the UV-mapped midpoly version. The additional edges and faces really help to create smoother and cleaner normal maps during the baking process. After finishing the bakes I duplicate the midpoly again and optimize it by reducing the vertexcount as much as possible.

IMG_07_Modules_Textured

Materials

My goal was to create a clean look for the environment as I’ve mostly done more dirty and worn down assets until then. The tricky part was to get a clean look but still enough detail and wear and tear so that it does not look too sterile. Especially the floor was a tough challenge. I’ve added a large amount of light scratches and some dirt to make it still look clean while obviously being used.

Most of these details were added into the Roughness Map to achieve the used effects without having a really dirty and worn out corridor.

The materials were build in Substance Painter. I could’ve used Substance Designer as well to craft the materials I needed in Painter but I had the feeling that the base materials were enough.

To get the final look I’ve created a more advanced Smart Material by combining several base materials, generators and masks to reuse on every module. After I had the base material I only needed to adjust the masking of each module and maybe tweak some of the generators or add some new ones to change up the wear & tear. Substance Painter and also Designer are great tools for a quick workflow and make it really easy to get a consistent look across the whole scene.

IMG_08_SubstancePainter_Screenshot

The materials in your scene also have a bunch of various graphical elements in them, including text, nice pieces of metal conjunctions and so on. Could you talk a little more about these elements? How did you add all that detail into the texture?

To break up the repetitiveness of the modular environment I’ve used Photoshop to create a variety of decals. Unreal Material Instancing allows me to quickly customize these Decals which allowed me to reuse a decal several times with different colors. Using Substance Painter made it possible for me to add a lot of detail into the texture, mostly playing around with the Roughness and Normal Map. With the help of Painters own generators and Jonas Ronnegards awesome hard surface alphas I could quickly add those details without baking them in 3ds Max.

IMG_09_UE4_MasterMaterial_Screenshot

Lighting

I always start off lighting my scene without a single light. In my opinion it’s easier to start with kind of a blank canvas. For this scene I created a Blueprint for each segment of the corridor as they all have the same lamps and emissive. This saved me quite some time as I only needed to work on one Blueprint to change the lighting of the whole corridor. To start of the lighting I added a spot light in the middle of each segment which were used to light up the whole scene. Then I put point light on the sides to simulate the artificial lights coming from the pipes etc. The Emissive Map supported this effect in the Static Lighting. All the lights started off with a really high intensity. After each light bake I’ve continiously lowered the intensity and radius until I’ve got the desired result.

To light even the smaller corners of the scene I’ve used the Lightmass Settings to increase the light bounces as the light would bounce a lot on these smooth and quite reflective materials.

IMG_11_UE4_Module_Lighting IMG_10_Corridor_DetailLighting

Palette

The basic blue and white color palette of the scene is inspired by the Sci-fi movie “Moon” as the movie has a very clean design, something I wanted to achieve with my scene. To break up the repetition I wanted to add some different colored highlights. I felt that the bright and warm orange would work well with the colder white and blue. I refrained from adding even more colors as I had the feeling that it would take away from the scene as it is and make it more unpleasing for the viewer.

Most importantly could you talk about the way you are re-using the assets in the production? how do you manage to cut the production time and use the same textures in various ways in the environment?

The modular walls, floors and roofs could possibly be reused in further parts of the scene although they are limited to the use in smaller corridors rather than wide and open spaces. With the Substance Tools it is really easy to cut some production time as I can use a base material for every new asset and only have to change a few things to individualize it for each. I would really recommend environment artists to pick up the Substance Tool as it creates amazing results while saving a lot of time in the development process. To break up some more of the repetition of the scene I will have to add a lot of props later in development.

The next step will be to continue building all the different wall, floor and roof modules to fill the whole scene before adding all the props which will make the command center feel alive. It is quite an ambitious project but I already had fun with the corridor and will continue chipping away on this project.

Lukas Kays, 3D Environment Artist / Prop Artist

INTERESTING LINKS

SIMPLE AND RICH LANDSCAPE BUILDING IN UE4

MOODY SCI-FI ENVIRONMENT CREATION

BE VISIBLE: HOW TO GET A JOB IN GAME INDUSTRY?


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , , , , , ,

Feed enhanced by Better Feed from Ozh

Creation Dynamic Decay in UE4

$
0
0

As  you must have heard, Nicolas Pirot has recently released a great project, showing Dynamic Decay in UE4. It’s a great way to show how you can do real-time changes in the environment with some Bluprints magic. Specially for 80.lv, Nicolas talked about his project and the way he achieved these amazing results. You can purchase Dynamic Decay project for just $5.

DynamicDecay_00_Clean_NicolasPirot

DynamicDecay_01_Moss_NicolasPirot

DynamicDecay__02_ICY_NicolasPirot

DynamicDecay_03_Heat_NicolasPirot

Destructive Time-lapse Project

The project currently is focused on the material deterioration, although it has a lot of other interesting things going on as well. The concept was an idea I decided to undertake as part of my graduation work as a game graphics student. I’ve always had a strong interest in visual storytelling through interesting environment design in both games and film. As a student, my graduation work was the perfect opportunity to combine my love for weathered environments with a strong interest in Unreal Engine blueprints and Substance Designer materials.

The unique aspect of this tech showcase is giving the user the possibility to completely transform the environment during runtime. Right now it’s based on a set of open parameters, but the gameplay possibilities using this type of workflow are endless.

The scene has a bunch of various materials, which are changing in realtime depending on the surrounding circumstances. Could you talk about how is the whole thing organised in Unreal Engine 4?

Everything in the scene is done using UE4 blueprints and materials. Both been absolutely fantastic to work with, giving me as an artist the tools to create awesome things, even without a coding background. This combination of visual beauty and backend ease of use is why I chose for Unreal Engine 4 over other popular game engines.

The framework I’ve built creates a link between the UI, the level blueprint, and the actual materials/shaders, in order to pass on input information to the materials.

One of the challenges I faced early on was finding a way for materials to be editable in runtime, and to control them without having a hardcoded sequence of material changes over time. The issue was that regular materials or material instances could not be edited once the game starts running, which was quite problematic at first. The solution came in the Shape of Unreal’s Dynamic Material Instances. Even though they can only be created and assigned during runtime, they have the major advantage of being editable on the go. Once I got them integrated in the system, I could create material instance as normal, and use the UI input as parameters.

The materials themselves use a custom home-grown greyscale map I’ll be referring to as a decay map. As pictured in the accompanying image, a decay-map is a greyscale map that defines different grungemasks, depending on an input parameter. This input parameter is a scalar input value, calculated using the UI values defined by the user. Using some clever shader tricks a certain area of the decay map will be converted to a greyscale mask, which can be used to grunge up areas. The input parameter defines the lower limit in the range of brightness that should be interpreted as masked. When the input parameter is 0, all values between 1 (255,255,255) and 1 are masked. The more time progresses, the larger the mask range becomes. This newly created mask is then passed on, and the masked areas that were once clean materials, become totally grunged up. This process repeats a few times for each different effect, as to prevent obvious tiling and repetitive damage.

decay mask

The materials were ALL made using Substance Designer 5, Substance Painter 1 / 2 and Bitmap2Material. Working with Substance is particularly great because of the immense amounts of control I get as an artist in creating and fine-tuning details in my materials. Some of the materials such as the clean tiles are fully procedural in substance designer, while others (such as the moss) use base-maps created in Bitmap2Material.

How did you approach the production of the materials here? How did you approach the creation of the materials and their gradual deforming? How did you change the qualities of the materials to make them feel more influenced by time and other factors? From the visual perspective.

For each surface, a set of materials was created. Each set represented the far end of a certain type of destruction (plus a clean set ofc). All surfaces have at least a clean set, a grungy one, and a mossy one. All materials seen in the scene use these material sets and combine them over each other to ensure a convincing result at any stage of decay.

Each material was sized to 1K, and uses the standard PBR material workflow. Each set has 3 maps, one for BC, a BW one for roughness and a normal map. The metalness was handled by using the decay mask in combination with a set of shader nodes, which saves 3*1K maps for each surface.

Once I’ve got the different versions of each map, they go into a single dynamic material instance, which can then be created, assigned and edited during runtime.

floor material states

Could you walk us through the process of the creation of changes in the materials? How did you manage it all there with Blueprints? It just seems like a crazy task.

The big catch was to divide the huge task of user input based dynamic textures into smaller bits. The first step was to get the user input from the sliders, and to convert it into something I can use in blueprints for events and the likes. Once I had gotten those values, I used dynamic material instances to pass them on to the dynamic material instances, which can only be created during runtime. Once the materials had the 0-1 values, I could start playing around with them, the same way regular material instances work.

The real challenge in creating the shaders was creating something that both looked good, and blended in a natural and logical way. This is why I’ve created the Decay map, which has served it’s purpose well.

Could you talk about the way you’ve worked with the post-processing and fog? What did you use here and how did you add it all into the general system of the environment?

After I had completed basic versions of the materials, I moved on to create the atmosphere. While weathered textures do a lot for the mood, things such as atmospheric depth fog, colour grading, and lens effects also contribute massively.

My favourite of the above was of course the exponential depth fog. Usually used for large-scale outdoors environments, it worked like a charm on this indoor scene. The main benefit was again that I could edit a ton of things in runtime, such as distance to camera, strength and colour. Using a set of relatively simple blueprints, I’ve rigged up the colour to the heat/humidity in the scene, and the opacity threshold and strength to all parameters.

Fog

As for the lighting, the same reasoning took place and led to some experimentation. After researching on how to efficiently tinker with movable/dynamic lights in runtime, I chose to use the LinearColour Lerps, in which I blended between white, and the colour the situation required. The same thought process that went into the fog, which both worked like a charm.

Light colouring

The best thing about this is that, while the blueprints may be very simple, the gameplay possibilities are immense. The environment can quite literally change around a player, depending on his/her moral choices in the game.

particles

How did you work with the destructible meshes here? Could you talk a little bit more about how these elements are integrated into the general flow of things?

The props were added to add more of a dynamic feel to the scene. Some events were scripted to be exactly the same every time something happened, while others were dynamic and physics based, to improve the diversity of the outcome.

The destructible meshes were mostly fragile props such as wall tiles, lights and bottles, which were set to become visible physics-actors after a certain point in time. The tile themselves were part of a larger system of events too, as they were attached to a specific decal above them. The point of this was to alter the base textures so that every time a tile dropped, a strong stain would become visible. I wasn’t too happy with the way the tiles were falling, so I added invisible physics props to bounce them around a bit, and create the illusion of dynamic tilefalling.

Nicolas Pirot, Game art student – Hard surface artist

interesting links

Building Temple of Utu: Blizzard Devs On Great Environmental Design

Borderlands and Gears of War Artist Explains Quick Landscapes

Guillermo Moreno Alfaro on Building MediEvil with Unreal Engine 4


© artem for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , , , , , , , , , ,

Feed enhanced by Better Feed from Ozh

Unreal Engine 4: Forest Snow Ground Tutorial

$
0
0

This is a preview of a tutorial on creating a snowy forest landscape using Unreal Engine 4 and Substance. The package costs $29.99 and includes the following:

  • An Unreal Engine Demo Scene
  • 4 Bonus Timelapse Videos for extra learning!
  • Additional Grass Ztool and all scene source files
  • All 12 Standard Tutorial Videos for Forest Snow Ground
  • Bonus Timelapse videos for creating grass, scene layout, and simple paintover

© PurePolygons, 2016 YouTube Link


© video-editor for 80lvl, 2016. | Permalink | No comment | Add to del.icio.us
Post tags: , , ,

Feed enhanced by Better Feed from Ozh

Viewing all 367 articles
Browse latest View live