Monday, 25 November 2013

BA7 | Concept and Pre-Production #23


Maya Practical Study Recap
Before I switched my project focus into UDK I was working in Maya. I used volumetrics  and fluid containers to create  and animate some rolling fog following a tutorial I referenced back on the original post. Here is a better quality video demonstrating the practical study that I did.
 
Animated rolling fog that I made in Maya

BA7 | Concept and Pre-Production #22


Practical Study Continued
Continuing on from my main practical study where I created animated fog in UDK from the expression nodes and textures made in Photoshop I made a small environment for my fog to be “showcased”.

I decided the best thing to do was to use UDK’s content browser to build a horror themed environment. At first I was only going to make some floor and walls but then I got stuck right in a designed a proper little horror corridor.  I picked the assets I felt had the most appropriate aesthetics for a horror environment and had a mess around placing them together.

As the practical study didn’t begin as a project, I didn’t screen capture it as I went along. However, I did say I would  update my blog with videos showing the animated fog (as if you go back to the post where I demonstrated the node network I’ve only shown still images of it). So, here are the videos that show the environment and the animated fog. Im really proud of this practical study, I ended up putting a lot of time and effort into it :D
 
 
Animated fog in UDK made by me :D 
VIDEO SOURCE 
 
 
 Walkthrough showcasing the horror environment and fog I made in UDK
VIDEO SOURCE
I was slightly limited in that I was only using UDK’s in game content browser to create a horror themed environment but I feel I did a good job communicating the themes I had in my head when building it.

I felt inspired by the various visual studies I had done for BA7 from games such as Dead Space. The static mesh’s were kinda sci-fi in appearance so I went with the concept that this is an old uninhabitated (or is it!? Hmmmm :P) underground  science lab/bunker. The fallen rocks and vegetation growing through the walls and floor suggest that this place hasn’t been used by humans in a long time.

The scene is dark and derelict which are two  key themes I refer to when studying work which is why I am glad this practical study illustrates them :D

BA7 | Concept and Pre-Production #21


UDK Basics, Environment Effects, Lighting and Viewport Options (Tutorial)
To continue my practical studies for pipeline and workflow towards BA8 I am going through a tutorial list that covers the fundamentals of UDK. I chose the tutorial because it featured creating fog in an environment and how to set it up but I figured it would be best to try and follow as much of the tutorial as possible to expand my UDK knowledge.  I plan to take notes and try to reproduce elements to the best of my ability as I go along, documenting what I learn through notes, screen shots and practical studies. 

 
By selecting VIEW > BROWSER WINDOWS > SCENE I can view a window that documents the various attributes within my scene. This screen shot shows s the scene attributes from a newly created scene, the actors, lights and volumes are pre loaded into this default scene as the window shows. 

1. DefaultPhysicsVolume: this is the default actor that creates basic physics within the level so that objects with advanced physics like collisions, particles and animations can be used. 

2. DominantDirectionalLight: this is the actor that basically acts like the sun, it simulates natural sunlight into your scene (if you have a daytime scene open, if you open the night scene it will mimic moon light). 

3. ExponentialHieghtFog: this is a type of height fog that can be used in UDK. Depending on the attributes, the height fog can cover an entire level, change in density and be manually manipulated. 

4. Lightmassimpirtancevolume: this is an area that directs UDK to increase the quality of lighting for. It means that areas can have less light quality thus reducing the build times for un-playable areas and can also decrease build time by not rendering out high quality lighting on distant objects. 

5. Playerstart: This tells UDK where the player will spawn into the level and begin playing. 

6. Static mesh ground/box. 

7. Static mesh ground/box.

Using the content browser in UDK, I set up a basic scene of tree’s similar to the one in the tutorial. 

 
I then opened up the DominantDirectionalLight so that I could edit the light in the scene. I did this by selecting the “LIGHT” tab > Light Component and then opened the Light component and Light shaft options. 

 
As you can see, I was able to edit the colour of the directional light so that it altered the overall ambience of the scene. 


Under Light Shafts I am given the option to alter the directional light ray colours.

 
Next thing to practice is adding lights to the environment and editing how they manipulate assets and shadows within the level. To do this I used a shortcut where I held down the “L” key and clicked anywhere in the UDK viewport. This created a light in my scene which I was able to move into position. In this case I moved it to the woodland tree area. I could have also built a light by using the Actor Classes tab (VIEW > BROWSER WINDOW > ACTOR CLASSES) and opening the LIGHTS TAB and then SPOTLIGHTS. You can simply drag the spotlight into the scene. 

 
These lights work the same way as in Maya. SPOTLIGHTS illuminate an area in a rotatable cone, POINT LIGHTS illuminate an area around the light. I was able to RIGHT CLICK > LIGHT PROPERTIES to open the attributes to the spotlight. From here I was able to edit the colour to suit the scene. 


 Okay so now its time for the fog part of the tutorial which covers the fogs I have mentioned previously so I will finally be able to give them a practical study in UDK. UDK offers various fog options which can be accessed from the ACTOR CLASSES tab. 



The scene comes pre loaded with an ExponentialHieghtFog. According to the tutorial, the fog is “slightly more expensive than regular height fog but is still the preferred choice for most people”. 



Exponential height fog relies on the dominant directional light, AKA the sun, and its position. It renders two separate colours of fog which blend in the middle where the light is cast. One colour is called “LIGHT INCATTERING COLOUR” and this comes from the direction of the sun, the other is called “OPPOSITE LIGHT COLOUR” and it comes from…well, the opposite direction :P 



For my practical study I am going to follow the settings given to me in the tutorial. I RIGHT CLICK > SELECT EXPONENTIAL HEIGHT FOG PROPERTIES to bring up the attributes that I can manipulate. I immediately bump up the FOG DENSITY to 2.000000 which changes the environment drastically, it is now encased in a thick fog. I am also able to change the colour of the fog by selecting the OPPOSITE LIGHT COLOUR and LIGHT INSCATTERING COLOUR

 
Fog Density: How thick the fog appears in the environment.

Fog Height Falloff: Controls how thick the fogs appears the lower to the ground

you are (and thinner the higher you are).

Fog Opacity: The distance from the camera that the fog will begin. 

Im going to stop the tutorial now because fog was the main thing I wanted to try. The tutorial goes onto discussing LightVolumes and Lightmaps which aren’t what I am studying currently. I fiddled around with the fog settings to finish the practical study and I really like the outcome. I added some more set pieces in from the content browser. 
 
I thought I would try and recreate something along the lines of a creepy abandoned jungle so that the environment kept inline with my project. I am really happy with what I have created in this practical study and Im glad I have learnt how to use height fog. Here are some screens showing the final  outcome.
I did alter some of the settings along the way for the directional light, spot light, height fog an and terrain materials so if the images change that is why but these are t ones that I consistently liked most :D

BA7 | Concept and Pre-Production #20


Surrealism Study 3 - Otto Dix
Otto Dix was a German artist, painter and print maker who create brutally vivid and disturbing depictions of post-war Berlin. Whilst not titled a “surreal artist” his work bears strong resemblance to the themes typically associated with surrealism. He was drawn to Expressionism and Dadaism but his inspiration came from trends in Italy and France to illustrate cold, harsh but realistic depictions of the time. 

His work is incredibly shocking with regards to content but Dix managed to create a balance between realism and allegorical within his imagery. His work was ripe with metaphors communicating trends of the time such as injured war veterans and prostitutes symbolising a damaged society in both the physical and moral sense. 

I have picked work I find disturbing and eerie with regards to face value, contents and subject matter. The way Dix creates his work successfully communicates horrific narratives which is something important to me and my environment. 

Image #1 "Totentanz anno 17"

  Totentanz anno 17 (Hohe Toter Mann) [Dance of death 1917 - (Dead Man's Hill)] - Otto Dix

This is “Totentanz anno 17” (Dance of Death) by Otto Dix. It was painted in 1924 and was a part of Dix’s portfolio Der Krieg (“The War”). This portfolio contained brutally realistic, graphic and vivid imagery of World War 1. Dix would fixate on the aftermath in an attempt to capture the dead, dying and shell shocked soldiers, he would also focus on bombed out landscapes and graves. 



The idea behind  this particular image was to horrifically illustrate a formation of fence posts wrapped in barbed wire with impaled bodies strung amongst them with body parts confusing the composition which demonstrates the surreal/expressive nature of Dix’s work.

How this Influences my Environment
How will this painting be a visual inspiration and influence for my project?


  • Disturbing imagery and juxtaposition of death and entrapment.
  • Using limbs and body parts to communicate the horror.
  • Surreal/expressive/abstract composition to promote obscurity and discomfort.
  • Realistic depiction of a scene infused with surreal imagery and form. 

Image #2 "Wounded Veteran"

“Wounded Veteran” - Otto Dix

This is “Wounded Veteran” created with water colour and pencil in 1922. As the title suggests, it shows a scarily haunting depiction of a severely wounded veteran with an painfully open  facial wound.



Dix’s use of colours draw the viewers eye straight to the large gaping wound, as if to say that it’s the focal point. It doesn’t make the veteran appear heroic, it simply depicts the wound in a disturbingly realistic manner which illustrates the severity of the condition and times.
 
How this Influences my Environment
How will this painting be a visual inspiration and influence for my project?


  • Focus on the disturbing element of the image.
  • Use of bold and vivid colour to illustrate the focal point, although the colours reflect the wound and communicate blood, harm and discomfort.
  • Using human flesh and an open wounds to communicate horror and pain.
  • Disfigurement and obscurity of the natural form. 

Image #3 "Portrait of a Prisoner"

“Portrait of a Prisoner” - Otto Dix

This is  “Portrait of a Prisoner” by Otto Dix. I am referencing this image more with regards to the texture and feel of it. The contrast between the cold brittle blue and darker red tones create an uncomfortable environment with connotations of heaven and hell.  There is barbed wire around the head of the character which communicates pain and suffering; a common theme in Dix’s work. 
 
How this Influences my Environment
How will this painting be a visual inspiration and influence for my project?


  • Inspiration for texture creation for psychological horror assets.
  • Careful consideration of juxtaposed colours to enhance the haunting essence and atmosphere.
  • Placement of objects with others to communicate themes.
  • Texture of painting appears “thick” which makes you feel uncomfortable.
  • Texture of painting is scratched, distorted and blurred which emphasises the atmosphere. Its not “perfect”.

Otto Dix Study Summary
Otto Dix creates horrific imagery through expressionism, abstract tones and surreal elements to build hauntingly dark art.  I want to try and recreate the atmosphere he captures in his work within my environment. I think I can utilize multiple elements from his work such as his use of mark making, tone, colours, subject matter and focal points in order to communicate and inject horror through my environment. 

The themes Dix illustrates within his images are closely associate with those demonstrated in psychological horror games such as repression, death, darkness, violence, injury, bodily harm, grievance and decay. There is plenty here I can use to stimulate and influence my own psychological horror environment.