Substance Designer

tannertan36
I'd rather be in outer space 🛸
Mike Driver

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ojovivo

titsay
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roma★
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Cosimo Galluzzi
Peter Solarz

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Lint Roller? I Barely Know Her

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Not today Justin
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AnasAbdin
One Nice Bug Per Day
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@brownithesis
Substance Designer
Sphinx Speech Recognition!
Hello, everyone! This past week, I got the Sphinx plugin for UE4 to work! The plugin comes with dictionaries in English, French, and Chinese and is implemented using a game mode and a character. As of right now, the plugin recognizes phrases (from a set list defined in the blue print) and prints them to the screen. I've noticed that the plugin registers multiple utterances of single-word phrases (i.e., spoken word is "journal" and the what's printed to the log is "journaljournaljournaljournaljournaljournal"). The plugin does much better with whole phrases ("I need my journal" and the default "open/close browser" registered just fine). There are two modes, essentially. One mode recognizes phrases using the dictionary, and the other recognizes phonemes. I'll experiment with these modes and see what I can produce. The next step is integrating it into a third or first-person level, and then calling specific UI elements to the viewport on command. The goal is a more consistent response from the plugin, but I feel good about the progress made. This week is getting the greybox finished and finalizing the asset list for the forest. Hours this week: 10
WK 17 + 18 RECAP
GENERAL
This past week, I’ve been queuing up assets--ticking objects off the list.
While I continue building my collection of assets, I’ll be finalizing the terrain. Next week (Week 18), I intend to use World Machine to generate height maps for the landscape.
Looking ahead, the next few steps are: terrain > forest asset population > one region (Bathroom or Study area).
TASKS - Terrain with World Machine - Asset finalization
TECHNICAL GOALS - Region specific distortion with visual effects or post processing (TD) - Note system (collectable) - UI - Time distortion speeding up or slowing down (TD) (audio/PP effects/character motion) - Optimization techniques - Explore Cascade possibilities - Weather *TD = test document
HOURS LOGGED: 5 + 4 TOTAL: 82
Winter Break Update!
Happy New Year!!
I’m testing a workflow for pickup items and collectibles using an inventory blueprint class (pictured, implemented in the character BP). This makes interaction with all of the items in the world (notes, inventory items, interactive objects in the world) much more efficient!
I’m now compiling all of my test files into one project, so that I can make my ‘final draft’ of user interactivity functions. This will be the skeleton of what’s going into the final game.
TECHNICAL GOALS
- Region specific distortion with visual effects or post processing (TD) - Time distortion speeding up or slowing down (TD) (audio/PP effects/character motion) - Optimization techniques - Weather systems *TD = test document
HOURS LOGGED: 3 TOTAL: 73
WK 15 + 16 UPDATE
The past two weeks have gone towards asset production and creating a test level. The inventory system (left, pictured), is functional! This is the look I'd like to achieve for my UI system, which will include an inventory, an objective box, note collection progress (below the objective box), and a journal system (below the NOTES section).
OBJECTIVE - the objective element displays the current goal.
NOTES - fragments of a note are scattered around the level and give you a clue as to what truly transpired at the research facility.
JOURNAL - the journal tells the player more about the objects left by your grandfather and the zones those objects were found in.
INVENTORY - the inventory lists important objects left by your Grandfather.
Going into winter break, I’ll continue asset production, work on a weather system, and continue to lay out a real-size map!
TECHNICAL GOALS - Opacity control with materials (TD) - Maya → ZBrush → UE4 workflow - Spawn hospital fragments (TD) dependent on time *edit: no longer dependent on time - Region specific distortion with visual effects or post processing (TD) - Time distortion speeding up or slowing down (TD) (audio/PP effects/character motion) - PyMEL Script - inventory system - Optimization techniques - Color grading w/a customized color lookup table - Explore Cascade possibilities - Weather
*TD = test document
HOURS LOGGED: 20 TOTAL: 70
WK14 RECAP
This week, I figured out why the inventory system wasn’t working--making some changes now! As for the PyMEL script for organization is functional--all that’s left is some UI elements. Over the break: I researched some advanced techniques with vertex painting in Unreal Engine and will incorporate those in my forest set dressing workflow.
TECHNICAL GOALS - Opacity control with materials (TD) - Maya → ZBrush → UE4 workflow - Spawn hospital fragments (TD) dependent on time *edit: no longer dependent on time - Region specific distortion with visual effects or post processing (TD) - Time distortion speeding up or slowing down (TD) (audio/PP effects/character motion) - PyMEL Script - inventory system - Optimization techniques - Color grading w/a customized color lookup table - Explore Cascade possibilities - Weather
*TD = test document
HOURS LOGGED: 6 TOTAL: 56
WK13 RECAP
This week, I began a PyMEL script to help organize myself (mainly for next semester). It's been added to the task list.I also began exploring options for asset production (kits and new workflows to speed up the process).
TECHNICAL GOALS - Opacity control with materials (TD) - Maya → ZBrush → UE4 workflow - Spawn hospital fragments (TD) dependent on time *edit: no longer dependent on time - Region specific distortion with visual effects or post processing (TD) - Time distortion speeding up or slowing down (TD) (audio/PP effects/character motion) - PyMEL Script - Optimization techniques - Color grading w/a customized color lookup table - Explore Cascade possibilities - Weather
*TD = test document
HOURS LOGGED: 2 TOTAL: 50
WK12 RECAP
GENERAL
This week, I continued to fix the inventory system. No big updates! Working on functionality.
TECHNICAL GOALS - Opacity control with materials (TD) - Maya → ZBrush → UE4 workflow - Spawn hospital fragments (TD) dependent on time *edit: no longer dependent on time - Region specific distortion with visual effects or post processing (TD) - Note system (collectable) - UI - Inventory system - Time distortion speeding up or slowing down (TD) (audio/PP effects/character motion) - Optimization techniques - Color grading w/a customized color lookup table - Explore Cascade possibilities - Weather
*TD = test document
HOURS LOGGED: 2 TOTAL: 48
WK11 RECAP
GENERAL
This week, I continued to work with the inventory system. I'm a few steps away from being in full production mode (I'd like to do a few more test documents just for the sake of being thorough). I’ve also updated my task list with some more concrete technical goals.
TECHNICAL GOALS - Opacity control with materials (TD) - Maya → ZBrush → UE4 workflow - Spawn hospital fragments (TD) dependent on time *edit: no longer dependent on time - Region specific distortion with visual effects or post processing (TD) - Note system (collectable) - UI - Inventory system - Time distortion speeding up or slowing down (TD) (audio/PP effects/character motion) - Optimization techniques - Color grading w/a customized color lookup table - Explore Cascade possibilities - Weather
*TD = test document
HOURS LOGGED: 3 TOTAL: 46
WK10 RECAP
GENERAL
Completed a few more assets this week, the bathroom is nearly done. I also implemented an inventory system for collectibles. I’ll put a link to a more concise list of collectibles and their functions.
TECHNICAL GOALS - Opacity control with materials (TD) - Maya → ZBrush → UE4 workflow - Spawn hospital fragments (TD) dependent on time *edit: no longer dependent on time - Region specific distortion with visual effects or post processing (TD) - Time distortion speeding up or slowing down (TD) (audio/PP effects/character motion) - Optimization techniques - Color grading w/a customized color lookup table - Explore Cascade possibilities - Weather
*TD = test document
HOURS LOGGED: 3 TOTAL: 43
WK9 RECAP
GENERAL
This week, I continued to work through my asset list. I also made progress with scripting the zones (event based visibility, and working with the materials in Blueprint). Next week (WK10), I will continue working towards the goal of one fully functioning zone (the bathroom).
TECHNICAL GOALS - Opacity control with materials (TD) - Maya → ZBrush → UE4 workflow - Spawn hospital fragments (TD) dependent on time *edit: no longer dependent on time - Region specific distortion with visual effects or post processing (TD) - Time distortion speeding up or slowing down (TD) (audio/PP effects/character motion) - Optimization techniques - Color grading w/a customized color lookup table - Explore Cascade possibilities - Weather
*TD = test document
HOURS LOGGED: 3 TOTAL: 40
WK8 RECAP
GENERAL
I’ve updated the Gantt chart (LINK) and the asset list (LINK). I’m working through the asset list, and tweaking the zone material (that hides the zones from the player until they breach the wall).
TECHNICAL GOALS - Opacity control with materials (TD) - Maya → ZBrush → UE4 workflow - Spawn hospital fragments (TD) dependent on time - Region specific distortion with visual effects or post processing (TD) - Time distortion speeding up or slowing down (TD) (audio/PP effects/character motion) - Optimization techniques - Color grading w/a customized color lookup table - Explore Cascade possibilities - Weather
*TD = test document
HOURS LOGGED: 6 TOTAL: 37
WK7 RECAP
GENERAL
I’ve posted my thesis pitch video (LINK). I encourage you to leave me an ASK with your comments and critiques, as well as any questions you might have. Working on assets!
TECHNICAL GOALS
Opacity control with materials (TD)
Maya → ZBrush → UE4 workflow
Spawn hospital fragments (TD) dependent on time
Region specific distortion with visual effects or post processing (TD)
Time distortion speeding up or slowing down (TD) (audio/PP effects/character motion) - Color grading w/a customized color lookup table
Explore Cascade possibilities
Weather systems
Substance Designer → ZBrush
Optimization techniques
*TD = test document
HOURS LOGGED: 8 TOTAL: 39
Background Info + Continuity and Time Theories
To answer some questions about the inner-workings of this environment, I’ve researched a number of space/time theories that would make this possible, or at least plausible.
ETERNALISM Eternalism (a.k.a. block universe or block time theory) argues that all points in time are real (as opposed to the presentist idea that only the present is real). This view could explain the time/space discontinuities in my thesis because it allows for all points in time to exist at the same present point in time, given that space at each point in time can exist on a separate continuity and not interfere with other spaces. The discontinuities occur when these spaces do interfere with each other. 1, 2
THE UNREALITY OF TIME The Unreality of Time is a paper published in 1908 by J. M. E. McTaggart that basically argues that time is “unreal” (paraphrased: unreliable, our concept of time isn’t a true representation of time as a universal concept) because of logical fallacies based on two definitions of time (A-series and B-series). A-series says that time is past, present, and future. B-series says that any point in time is described relative to other points in time, and those points are described as relative to other points, but since the relationship between two pointed in time never changes (example used, the year 2010 is always later than the year 2000). 1
WK6 RECAP
GENERAL
I’ve laid out a sort of asset bible so that I can just go down the line modeling. While I do this, I will also be able to continue with test documents in the greyboxed level of the game, which will be completed by the end of this week.
TECHNICAL GOALS - Opacity control with materials (TD) - Maya → ZBrush → UE4 workflow - Spawn hospital fragments (TD) dependent on time - Region specific distortion with visual effects or post processing (TD) - Time distortion speeding up or slowing down (TD) (audio/PP effects/character motion) - Optimization techniques - Color grading w/a customized color lookup table - Explore Cascade possibilities - Weather
*TD = test document
HOURS LOGGED: 6 TOTAL: 31
WK4 + WK5 RECAP
GENERAL
I’m recovering from a bug going around campus, which has unfortunately slowed me down quite a bit, but I’m on the upswing!
I’ve done more research into how exactly the time/space disturbances work, and I’ll post a collection of theories and information on that this week.
Here’s the link to the Gantt chart for this project, which is subject to change as I expand the scope (there’s a possibility for character animation + Mocap, may be added for spring semester). The goal this semester is to complete a first pass on the environment and to design and implement some materials and Blueprints specific to the time/space lapse zones.
TECHNICAL GOALS - Opacity control with materials (TD) - Maya → ZBrush → UE4 workflow - Spawn hospital fragments (TD) dependent on time - Region specific distortion with visual effects or post processing (TD) - Time distortion speeding up or slowing down (TD) (audio/PP effects/character motion) - Optimization techniques - Color grading w/a customized color lookup table - Explore Cascade possibilities - Weather
*TD = test document
HOURS LOGGED: 9 TOTAL: 25