Friday, 10 December 2010

10 / 12 / 2010 - Week 10 / 11

Work over the past week has really picked up the pace and set myself a task of spending at least 8 hours a day on the level figuring out new things. Texturing is now underway and trying to establish a colour palette early on in the process is crucial so I've taken a bit of time getting that just write before I dive in to everything.

One of the burdens / blessings of the environment is the high level of detail and fantastic looking assets. When it comes to texturing however it becomes a little difficult. When trying to make something clean and neat in a game engine look real is a challenge. Its hard not too give something too much of a grungy texture but yet you don't want to give it a bland boring texture. The approach I have taken is to keep things clean looking but add a very slight layer of dirt and a few scratches that might be caused from dropping objects or dragging things. The specular then brings out most of the metalic detail.

Something which will make most of the assets is getting reflections to work. Now not everything is reflective but certain assets and floors are which is very clear in the film. In the Unreal Editor last year I managed to make a doorway with slight reflectivity which gave the illusion that it was made with a reflective metal. I am debating whether to use this scheme (box map HDRI) or real-time reflections (never touched).

Camera 1: Lighting is nt set-up yet due to playing around with emissive lighting settings

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Camera 1 (Annotated): I've highlighted a few extras that need to be altered plus the ring light in the middle isn't switch on yet (but does work as stated!).



I know you are probably thinking the lighting looks really bad at the minute but I know which direction I need to go and if I can get emissive working throughout it should look rather impressive.

After getting the collectors edition of the movie a few days ago, I rewatched it all with new scenes. It turns out that there is a large lit area in the ceiling which explains what gives the room most of its light. You only get to see the ceiling for the space of about 5 or 6 seconds in the whole film but I have a feeling its going to really help the lighting and solve the darkness issue.

One issue I was saying before was getting some objects to reflect. A friend of mine helped me create a shader for the central air conditioning unit which sort of worked but didn't. It was only a test but it would be a suitable canididate. I'm tied between using HDRI box map and apply that to the object but unsure of how to control the value of reflectivity at certain points on the object (some objects are not 100% reflective all over). The other option would be to develop this shader a little more which takes the real-time reflection fro the environment and projects it on the object. Only problem with this is objects that are circular are difficult to project on to. Any ideas of hints would be great...

That shader looks like this (thanks to James Langstone):


Using...


As you can see a flat plane projecting on to a curved object is hard especially as its meants to not have seams.

Here is a weird error going on with lightmaps / lightmass. Whenever using emmissive lightint it tends to create this blotchness. These objects have only got a simple AO applied and no texture for now it could be having a texture might fix this... But for now its a highlighted issue.


Tomorrow I am getting everything in the middle textured and finished to see if this solves the lightmass blotching problem. Sunday or the start of next week I am going to bite the bullet and make those computer screens. Once I've made 1 it shouldn't take too long to made the rest. There only needs to be three made as only two are needed in the middle (which can be dulplicated around and one beside the link machines. Once they are created thats it for techical stuff and its 5 weeks of texturing and lighting!

LETS GET THIS DONE!

Saturday, 4 December 2010

03 / 12 / 2010 Low-Polygon Asset and Texturing

This week has been a busy one but filled with a few problem which has slowed down development a little, especially at the point where I wanted to be at the current time. Sometimes I really which I hadn't choosen the Avatar environment due to its complexion however I will pressure on and make it look even awesome than the official game.

Ideally I wanted to have the entire centre section of the environment finished, textured, normalled and so on but due to a few teething problems with baking this hasn't really happened. So far I have the final static mesh models with a set of unique UV's for lightmaps, with baked normal and ambient occlusion maps ready for texturing. Here is what they turned out like in the UDK.


[Despite being un-textured, the final mesh for the centre console area is coming out nicely and will look great once finished. A tiling issue with the uppoer canopy section needs to be sorted however. The ambient occlusion for some of the desk failed everytime baking in both Maya and xNormal so for the sake of time I have left it.]


[The normals on the static mesh are coming ot quite nicely]

One of the problems I have been having however is when creating a material, if I don't have a diffuse texture applied to the material when a normal is plugged in it appears dark black? So you cannot see the object at all once the material is applied to the static mesh. The only way to solve this at the minute is to apply a basic colour diffuse to the static mesh so I can see in the environment. I don't seem to recall this problem with UT3 and is a little annoying if you want to preview something without a diffuse and just a normal map.

Like I said before about slow progress this week due to problems, mainly down to high-low baking problems. The desk I had an issue with when using xNormal to make both normal and AO to the low-poly saying there was an n-gon face in the mesh and couldn't bake although I serearched the mesh long and hard and couldn't find one. Using Mays' transfer maps way seemed to work for normals but for the AO is failed massively and creating a mess of an ambient occlusion. This does bug me as I still am not 100% confident with baking high to low polygon models as I don't understand the problem it if goes wrong.

These problem really messed up my time shedule which has annoyed me a lot and worried me a little. My aim this week is work as hard as I can to catch up and really crack on with some texturing and I dont want to be caught out later on in the project with technical issues such as the computer screens which I feel I want to get done as soon as possible.

A sensible choice will be to post my projects on forums such as polycount and 3d-for-games to get feedback and help off others as the recent snow has rendered getting to University for help a little impossible.

Progress has been noted and its time to catch up!!!