Project Update
The past two weeks have seen my project
change slightly in terms of what I need to produce to hit the “pre production”
element of the project. My intentions were to create a 3D environment and use
specialist rendering techniques to achieve the aesthetics I wanted finishing
with a video “walk through” (in Maya) of my environment.
Whilst my plan all along was to keep environments and assets for game design in mind (low poly, un complicated geometry, organic but cheap models etc) I wasn’t intending to take my environment into engine. However, after discussing my project with my tutor, Mark, he thinks it would be for the best to be able to export my environment into engine and prove that I can work between the two programmes.
This updates my “to do” list but doesn’t necessarily over complicate it, it just alters the outcome and processes I need to learn in order to complete my pre production work flow. My to do list now looks like this:
There is more on my to do list, such as
more environment, game, film and art studies/analysis’ but they were always on
my to do list. I just felt it necessary to give an update with regards to the
practical work as my focus has shifted from Maya only to Maya through to UDK. Whilst my plan all along was to keep environments and assets for game design in mind (low poly, un complicated geometry, organic but cheap models etc) I wasn’t intending to take my environment into engine. However, after discussing my project with my tutor, Mark, he thinks it would be for the best to be able to export my environment into engine and prove that I can work between the two programmes.
This updates my “to do” list but doesn’t necessarily over complicate it, it just alters the outcome and processes I need to learn in order to complete my pre production work flow. My to do list now looks like this:
- Learn how to implement fog into an environment in UDK.
- Revise your Maya to UDK pipeline workflow for production in BA8.
- Learn how to achieve
specific lighting set up’s in UDK such as dust particles, fog glow and fire.
Okay Sure, But What
I Have I Done So Far?
Even though my focus has shifted to UDK
for pipe line, work flow and final results I had already started to produce
work in order to help me achieve my final result when my environment was going
to be in Maya only. This meant I could create special rendering techniques that
weren't necessarily game engine ready but would appear when a render was
created. The pre production research was based around the creation of fog.
Fog?
Yep, fog! Or mist. Whatever sounds
better. Something I have been keen on creating within my environment is some
atmospheric fog/mist. Most of the horror games I have been playing for research
display environments with atmospheric fog which hinders the players view of
perspective within the environment or just generally adds an eerie tension. I
don’t want to drown my environment in thick fog but I do want to experiment
with creating fog within a 3D environment, I feel this
visual semantic will help communicate the correct emotion within the audience,
help them achieve the appropriate feelings whilst viewing my environment and
back up the research I have been doing on how inject horror into an
environment.
Fog in UDK?
Pre-Production Research/Experiment #1
Nope, not quite yet. I created these
tests for research into the pre production of my environment when it was going
to be in Maya only. In other words, these effects that I created wont work in
UDK or in engines generally. However, I didn’t update my blog with them soon
enough and now my project goal and pipe line has changed but im still going to
present the work I produced as it still counts as pre production ;)
I began by searching for video tutorials on how to create a rolling fog effect in Maya. I found a really clear and precise tutorial on how to model a basic rolling fog visual using Mayas dynamic fluids. I created a step by step image guide of the creation process.
I began by searching for video tutorials on how to create a rolling fog effect in Maya. I found a really clear and precise tutorial on how to model a basic rolling fog visual using Mayas dynamic fluids. I created a step by step image guide of the creation process.
In Maya select “Dynamics” in the drop
down menu then select fluid effects and create a cubed container.
I then created the fluid effect cube to
the dimension of my choice.
Under the fluid effect cubes’
attributes, set the static density and add a gradient...
…I then altered the surface area,
shading, transparency, colour, drop off rate etc.
I altered the colour, transparency and
drop off rate I until I was happy enough with the aesthetics of my fog.
I then continued onto animating it by
creating an “expression”. I did this by right clicking the “texture time”
function under the fluid effect cube attributes.
That then opened up the editor to
create and edit the expression animation. I had to select the object I wished
to add the expression too and which attribute I wanted to apply. I then had to
alter the time lapse which would create the speed of the rolling fog.
I didn’t have enough time to render out
a decent video of the rolling fog animation as I needed to take this into uni
and present it quickly, as it is only pre production work I was just took a
quick clip on my phone to demonstrate the work I had
created.
Pre-Production
Research/Experiment #2
Here is
my second attempt at figuring out the best method in creating a fog effect in
Maya. Again, this is not in UDK but at the time I was trying to learn the work
flow for creating a foggy mist in Maya only. This time around I was using
lights to create artificial fog that would bleed around objects. This fog
wasn’t going to animate or “roll” unlike the previous one, it was supposed to
be a test to see how lights could be used in order to create fog. I was
following a tutorial by Stuart Christensen from YouTube channel
deepfriedectoplasm.
I began by building a basic sphere and
poly plane, I wasn’t worried about the poly count for this experiment.
I then had to build a light, I did this
by selecting create, lights and choosing spot light.
I then positioned the light into place
above the sphere.
Using t he spot lights attributes
settings I was able to edit the light effect, colour, transparency, drop off
rate and other attributes which would help create a more fog like effect.
The final Outcome, it gives the effect
of a light illuminating the fog around an object. :D
Like I have said, these can only act
now as pre production pipe line research tasks as these effects will really
only work in Maya, I should aim to push forwards now and try to re create fog
within UDK and see what kinds of similar effects I can produce within the
engine itself as opposed to Maya. I am still pretty happy with these tests
though.
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