Created the Parallax sky spheres for the environments!
Just need to attach some cleanup lighting in each environment! Very happy with the results, gives the illusion of depth in the exhibits.
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Finished base layout and texture of museum a couple of weeks ago.
Never posted the updated Image on my blog though ! To Do: Environments Museum Clutter Cleanup textures/ more museum Clutter Fix some inconsistent lighting Increase Resolution of Cube Captures for VR/Stereo capture
Did a test of a new stereoscopic rendering method. Seems better, will need to render at a Higher Resolution however to make up for the loss of pixels now that 2 images are used every frame and split evenly between the video.
Throwing in all the textures. Made a Parallax occlusion Master Material and a regular Material with vertex painting set up for quick tiling work. Variation of the marble and decals will be integrated later. The bigger Marble tiles will be a different material. Need to address the DFAO issue at some point that is causing some pixelated AO.
Most of the foliage for the inside is done and just needs to get placed. Pumping out the rest of the forms and then I can texture!
Floor Piece was updated have some big rubble forms in and some nice fern foliage from my flexible substance leaf generator. I'm very close to finishing up all the forms and then we can move on to texturing! The forms that I have left are as follows:
Grass Rock Clumps Modular Destruction Pieces River Spline Rubble Glass Shards Vines Small Tree/shrubs Fine breakoff from destruction ( Think dust and small pieces) Moss
Couple of things to note here. The Plugin in UE4 for panoramic screenshots and movies was not developed by Epic. So a lot of the features that make it look great are not rendered in it. My work around was creating a 6 camera rig and rendering each and stitching together all the footage. In later updates I will be increasing the amount of Cameras to fix some of the seams and banding you get from too much FOV going on. Overall I am pretty happy with the results. Also decided to use Vimeo as the host for 360 videos seemed like their playback was smoother vs YouTube. Will do more tests on this later. Just adding Scratch sound and a event sheet for my composer along with this.
DFAO and Dynamic GI implemented. Begging to fill up variances of foliage to get a better feel for what pieces will need a Zbrush pass. Also finalized my setting for high resolution 360 video output. Preview below.
Creating an 360 animatic for my composer. Some preview lighting from my lightmass. Still trying to get a good balance of GI and and shadows in the scene.
First pass at some of the destruction on the left side of the museum. After messing around in Houdini and not liking the results, I decided to go in and hack at the geo with the cut tool , then detaching, and cleaning up the geo. Going to do another pass with some sculpts to the geo after I work on some of the other forms in the scene.
Substance Designer 6.0 update was really amazing. Their new Tiling tool is so much better, along with integrating RTI, an improved ambient occlusion node, and other improvements. Was able to kick out some texture work in between finishing my Modeling for my Light bake in UE4.
Final Modeling and Uving for lightmaps in Ue4 are almost done. This main modular piece is complete, just have the back wall and some non modular pieces to finish. Going to be getting the lighting done in Ue4 this weekend.
Finished Doing a better block-out of the interior that more accurately represented scale.
Also did a quick draw over to more closely resemble what the finished architecture and foliage will look like. There is still some humanistic clutter and other items to consider, but for now this seems like a good goal to reach in UE4 before I add more visual detail. Some of my Look dev Inspiration for my paintover. I have a whole pinterest board of reference that I'll link at a later time. These artists resemble the mood destruction and tone that I want to portray.
Re-blocked out the museum scene, the proportions were not to scale.
Working on paintovers right now for the destruction and look dev side of my scene. The Museum blockout and camera placement is pretty done at this point. The composition is roughly close to the final. There will be more variation of the trees in terms of Species type. The only missing assets are fine granular details and textures and background building etc that will be visible. I'm going to move on and block out the rest of the scenes in this fashion before moving on to texturing as this more suits my workflow.
Texture Sheet of relevant Textures for the exterior of the museum.
Am going to be using this as reference for textures and details of my scene. Work in Progress on the Base Museum Model
I am going to finish the basic textures, and modular assets for the intro scene over the weekend. My schedule until the end of the semester is as follows
October 16th--22nd Block out exterior of the Museum October 23rd--29th Block out the interior of the Museum October 30th-- November 5th Block in the Main exhibit November 6th--12th Create one environment November 13th--19th Create second environment November 20th--26th Create third environment November 27th--December 3rd Create last environment December 4th--10th Polish up Details December 11th--December 17th Finals week I have documented my Photogrammetry and Tile baking Process for educational and professional purposes.
I have the link to it below, feel free to share the knowledge. docs.google.com/document/d/1Fi2gT5ENEy_jxEQ7HUhVUUMn6AOwpG1iAAhfG6LbXLM/edit?usp=sharing I have been working on this "Proof Of Concept" scene in Unreal.
What I am attempting to do is document and "push" my Photogrammetry, Materials , and Lighting to a standard that will then be met by all the following environments in my Thesis. Working at a level of detail of 1x1 inches, and such a small scene, it is easy for me to diagnose and experiment different scenarios. The last 2 weeks have been very heavy on the researching and developing my workflow with Substance Designer, and also implementing Photogrammetry into that pipeline.
I have developed the means to bake out High Fidelity Displacement/Height Maps from Photogrammetry data, and make it tileable for use in other applications. Below is the Link to a Document outlining this information in more depth. docs.google.com/document/d/1U46QOY7cFd295MBG0Q5U_DsznX9JYepoX3wa3z47GYY/edit?usp=sharing "That's what art is, a form in which people can reflect on who we are as human beings and come to some understanding of this journey we are on." Wendell-Pierce Below Is A Link To My Thesis Document, It will be updated constantly with the most recent information. If you have any comments or recommendations leave a comment below on my blog or email me ! |
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April 2017
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