Wednesday, 29 October 2014

Week 2, Year 2 Out of one and right back into another

So at the start of this week was the hand in date for the asset swap project and on the very same day we found out the next project. The film room project, this is another group one but this time it was only a team of 4. The idea is that we pick a room from a film but we had to look at lighting and mood.

In the first week I and my group just came up with ideas and we all each made our own moodboards. I pick out a room that I found that had an interesting colours used in it. I then pick out some of these rooms and look at their colour palette
This is total recall (1990) I pick this room because of the strong use of red lights in a blue, grey room.

The way I found to fine out the colour palette of an image, is to break down the colour. There is a great way to do this in Photoshop, if you go to Filter > Pixelate > crystallize. I then used the eyedropper tool to pick out colours that were the most present.

After me and my group were all done making moodboards and colour palettes. We showed each other what we have got and made a group diction on witch would be the best room. Our first idea was to go with Balin tomb out of Lord of the rings.



But after having a talk with other people we found that this room would be too hard create because of the amount of assets that would need to be make. It would have taken far too long. So we went back a step and had a relook at what we had and see if we could find a room with more of a simply layout and had less in it but still had few assets in it to still make it interesting.

So after some rethinking we pick this room out of Xmen first class. I think this room was a much better idea to go with because of the shape of the room. It is just not flat walls and the other objects in the room have a very nice looking shape that make them stand out.


In game production we had a look at how to use perspective match tool in 3DS max. With this tool you could put in an image in to 3DS Max and then match the XYZ to the image so that when you start to model it will match the perspective in the image.  


By doing this I was able to create a very quick white box for the room. We all used this white box as a template for when we came to create the assets.



So this week in unreal I had a look on how to make a Static mesh into a physical mesh so that when you load the level the mesh can move around and the player can interact with it. It was very simply to do all you have to do is place an object it to the level and then in bottom right box to go the physics tab and then tick the simulate physics. So now knowing this I came up with the idea to make 10 pin bowling in unreal, sadly you cannot control the bowling ball





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