Posts

Showing posts from October, 2022

Design Choices and Reasoning

Image
 Design Choices and Reasoning:  Repetition of skull motif to give a consistent aesthetic in the environment  Emphasis on the skull Cyber skull The first iteration of this asset was one big screen but I decided on a large amount of smaller screens to break up the image and make it look more interesting. I was also planning on adding cables coming out of these monitor to lead to a focal point in a room. The skull above the main stage I added the skull above the main stage because while the stage drew attention, the attention was lower then I wanted it to be. I want the attention to be higher in the room so the room feels more imposing. The cables running to the skulls from the monitors lead the eyes to the focal point which is the big skull. Environment lighting I choose the blue lighting in this room due to the overpowering amount of the red in the main area. This blue gives a bit of a break from the red. The cool colours contrast well with the warm colours in the environm...

Showcase video and References

Unreal Project Video https://youtu.be/0tbzbEcQwT4 Graffiti by Alice :) Alice Borchers s5284986 Zamilska (2014) Flag https://www.youtube.com/watch?v=nO4OiPWLBS0

Reflections

Reflections: I am mostly happy with my environment however there was many things I did not manage to complete. This was mostly due to time constraints and technical limitations. The overall aesthetic of my environment lines up pretty well with what I had envisioned for it in my concept blog post. The architecture captures the brutalist style very well with the frequent use of steel and concrete construction in the building. The lighting and wide use of skulls captures the dark and gritty aesthetic of my inspiration material "Totentanz".  I learned a lot through the process of making this environment mainly about 3D modelling workflows, UV Mapping, Texturing and Lighting in Realtime engines. My speed at which I can create, UV map and texture models has increased dramatically. The topology of my models is now at a much better standard compared to last trimester. I have gained a good understanding of Unreal Engine 5 which should be very useful moving forward. My knowledge of Sub...

Final Environment Completion Summary and Reasoning for stopping asset creation 9/10/2022

Image
Final Environment Completion Summary: Level of Completion achieved: Around 65% of the environment has been completed  Most of the buildings structure is finished except for the top beer garden The majority of assets have been completed except for some smaller assets like alcohol glasses The lighting is mostly done except for the mezzanine and beer garden Audio Visualiser was implemented successfully and is in sync with audio track Reasoning for not finishing environment: Poor Performance in the Unreal Editor was the biggest contributing factor to this, The project was still going over budget after significantly lowering texture resolution. Reducing amount of materials was very difficult without compromising visual fidelity of the environment. Resource intensive lighting was also very taxing on the environment I changed as many lights as I could to static and stationary lighting whilst also trying not to compromise visual fidelity. To summarize a lack of time to optimize is res...

Environment Progress 9/10/2022

Image
Environment Progress and comparison pics: Here are some environment pictures.  (These were taken on a pc that doesn't support raytracing so environment is a lot darker then it normally would be.) Strip club before: The strip club was originally red but I decided to change it to a blue colour, reversely the 60 30 10 lighting ratio. I swapped the colours because there was too much red in the environment but I didn't want to reduce the amount of red in the other rooms. Strip club after: I decided on the smaller monitors because I was planning to have cables running between them that would then converge to the ceiling.  Main Stage: VIP Booths: Skull Above Sound Booth: I chose the broken up small monitors for this one just because it looked cooler. Stains to make club feel "lived in":

Technical Difficulties and Solutions 9/10/2022

Image
Technical Difficulties and Solutions: Current Issues: Overdrawing of GPU and going over texture budget  Poor Performance 10000 Shaders causing slowdown on project boot desync issue with image sequence playback(fixed by setting correct framerate in sequencer) Texture Streaming Budget: Overdrawing of GPU and going over the texture budget was resolved by using UE5's Bulk Edit via Property Matrix function. This allows me to individually set resolution caps for textures without having to reexport them from substance painter. Most textures are capped at 2048 whilst others are capped at lower resolutions depending on their use in the environment. Cutting down on materials to lower shader compile time: One way I have lowered the amount of textures is by using black and white images for emissive materials. I can use a Constant3Vector node to change colours instead of having to use 2 different textures for different emissive colours. (I can also use a 1minus to inverse the black and white im...