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Shared with Dropbox
Update for unit 4
Shared with Dropbox
re added to Dropbox because it seemed to not be on the mac aswell
Shared with Dropbox
re added to Dropbox because it seemed to not be on the mac at college.
This is my business card. I used the same design as my portfolio and added some extra text for details. note the phone number is obviously not my real one.
Decided to redesign my portfolio as i felt the previous design was outdated, sloppy and all together poorly done. so I sat down today and created a 80′s retro sci fI style which I feel suits me far better and relates to me more than the previous design. I created all of this without a tutorial as I felt the tutorials were going for a different type of design and it wasn't what I wanted. The methods they used also seemed to be blown out and over complicated and I found that i could create a almost identical effect in a lot less time. overall I really like it and I feel my Photoshop skills have really improved since starting at MGA
A tutorial on how to create destructible meshes in Unreal engine 4
3D Environment Examples
In this piece of research I will be looking into some 3d environments that I felt really stood out and were popular among the gaming community.
Bioshock Infinite
One of the most beautiful worlds to be found in a game. Bioshock Infinite utilised unreal engine 3 to create a truly fantastical environment. The developers went for a flawless style for their environment to create a desparity to the content. The game talsk about the city (columbia) as a paradise but is however a very backwards and corrupt city. The flawless design tricks the player at first to believe the world is a gleaming paradise. Over the progress of the story the city becomes darker and more drab to display the true colours of this so called paradise. From a visual stand point I really like this art style as it creates a unique tie in with the story which isn’t done very often in other games. It also provides for some truly breathtaking views.
Saboteur
Another game that used the style of the environment in unique ways was saboteur. Based in 1940, France is occupied by Nazi forces. What the developers did thought to represent this occupation is very unique. When the Nazis control an area the world is of a black and white and grey color scheme (with the odd red thrown in). However once you liberate an area the colour bleeds back in slowly, creating a surreal landscape. This really helps you feel the effects of your actions and make you feel like you are making a difference in the world. The overall texturing and world is highly detailed, however it doesn’t stand out against current games due to this being a little older.
Star Wars: The Old Republic
Most likely the game I have spent the most time in out of everything, this game has had huge amn huge influence on me about how varied an environment can become. One in particular was the smuggler and imperial agent ships. The smuggler ship has a junker feel to it, with bolted metal keeping it together and pipes shown overhead. The large, chunkiness of the objects in the ship give the feeling of a heavy, durable and simple design. The use of lights is also interesting and they are mainly large orange bulbs giving the feeling of spare parts being mixed together.The imperial agent ship has a very different feeling to it. The developers went for a sleek streamline styling, with wooden flooring and fresh brilliant white steel. All the objects in the ship are streamline and small which create the impression of a technologically advance ship. The lighting using a brilliant white and is emitted from lights that are embedded into the walls which once more reinforces the idea that the ship is custom made and designed for richer individuals.
No Mans Sky
No Mans Sky uses a childlike look at the galaxy to create a very unique environment. The universe of no man’s sky is entirely procedurally generated so no 2 planets look the same. This means some truly unique scenes are created such as the image shown, where the environment has red grass, bright whitish sand and green water. The environment size are extremely large because you are using a spaceship flying around them can be rather quick. The unique environments doesn’t end at the planets, with certain areas of space being purple, blue ect.
Unreal Engine 4 Uses
Primal Carnage
Primal carnage is a 2 sided team based shooter which pits player controlled humans and dinosaurs against each other. It was previously a unreal engine 3 based game. After several months after the release the developers decided to change over to the unreal engine 4 due to the amount of improvements that had been made to the engine. On December 3rd 2014 Primal carnage: Extinction entered early access. The upgrade included higher detailed effects, better resolution meshes on models, more accurate physics for dinosaurs, greater freedom of UI control, steadier frame rate during large scale conflicts as well as integrated unlock systems. Due to the additions to unreal engine 4 this made all these improvements possible as well as easily introduced.
City Of Titans
COT is the “spiritual” successor to the game city of heroes, a superhero themed mmorpg. After testing out several other engines including unity, cry engine and source engine they settled on unreal engine 4. the progress so far is amazing. They constantly praise the blueprint system has allowed them to make simple concept systems in a matter of hours, something that would of taken days in other engines. The quality of the models as well as the overall movements is very detailed and realistic.
Dreadnought
A ship based combat game, dreadnought has player use capital ships and fire against one another in huge conflicts. First thing is how stunning the game looks. Tiny details have been used to create some absolutely beautiful looking ships. The ships move in a very “realistic” manner and simple effects such as sun rays have some really interesting impacts on the game.
Into The Stars
Possibly the most inspirational and impressive project, into the stars is a space sim that has the player take the helm of a battle cruiser and combat enemies. What is most impressive is this game is being made by 4 people with no engineer. The entire coding is being done by animators and modellers using the blueprint system which has already enabled them to make a playable alpha prototype of the game. This shows that tools such as the blueprint system can allow even the smallest of game companies to create high quality games.
Research - Software
Maya
This is the program that I feel mostcomfortable with and is where I am most adept at. Many of my projects have been based in Maya so I have a good knowledge of the software and its applications, which range from animation to 3d environments. My most successful project (in my opinion) was the 3d modelling work which was made in maya. Given its ease of use and my previous success in the application this would be a piece of software that is high on my use list and is something I highly value.
Flash
One of my least favorite pieces of software, flash was the first piece of software I used during this course and I found several limitations within it. These range from difficulty creating layers inside it to adding effects. The real problem with it though is time consumption. To create anything in the software takes a long time because each individual frame has to be created so having a lot of free time is necessary. This also makes it difficult to make professional looking work without a strong grasp of the software’s ins and outs as well as having a good drawing technique. If a user has these things then Flash can be highly valuable piece of software as unlike other 3d software there are no limitations as to where things can be placed and what can be created. I am considering this software however it is unlikely I will go back and use this.
Photoshop
One of adobes highly valuable pieces of software, nearly every creative application use photoshop in some or another, with maya using it for uv maping and flash for creating highly detailed layers. There are however some other uses for the software which focus solely of photoshop alone. The major one for me is concept art. Although like any drawing application a certain level of skill is required photohsop can be used to create some great effects and is also useful in photo alteration. All in all the chances of using this software is very high because of how wide spread its use is in the industry, but to what degree I will use it in I do not know until I further my research.
Adobe After Effects
A application that I am far less familiar with than other pieces of software, after effects can be used to create some truly amazing pieces of work but is something that I find hard to use. This is not because of the tools as they are very open and friendly to the user but more down to my lack of knowledge within it. I if I was to use the software it would be used to create a title sequence for my show reel. This is because during this project was working with a client so I never ended up creating one. How long this would take I do not know but I would be using tutorials and other forms of media to learn the software better.
Unreal Engine 4
This application is the piece of software which I have no knowledge on whats so ever but is something I am really interested in using. This application is actually a game engine but has a lot of very use friendly controls. In order ot use this I would be required to teahc myself from scratch the software. This is time consuming and whether I had time to do this I do not know. The application does use Maya and in turn Photoshop in order to create the objects littered around the world, which makes my life easier as I already have strong knowledge in these programs. The real issue would be to learn the coding as although this system uses a new method called blueprints a basic knowledge of coding is still necessary to effectively utilize the system. I will be keeping a close eye on this one and consider if the time required to teach myself it will be worth the pay off.
my end of year showreel. The fmp is not in there because it is 3 seconds long so that is a separate file
Low res full video. will up the resolution as soon as possible
A slightly better version render of my fmp
Evaluation Of Space Ship Level
Research
My research for the project looked at several different areas which included software, applications and design. I felt it was in depth and helped portray what I wanted to do and the direction that I was going. The pre production was a major part of the research, as it taught me a lot of the inner workings of Unreal Engine 4.
Timing
This projects timing was up and down. I ran into several issues, both program and hardware related, which delayed me. Due to having to teach a brand new program to myself, I did the early part of the project in a different order, with pre production coming before the research. This was because I needed to test and find out if this software could perform what I needed it to do before I committed fully to it. the research went to schedule, with no issues occurring there, which was to be expected. the production part of the project is where the most delays occurred. I was set back in some cases a week behind because of software such as Maya crashing. Overall though I did finish on time. I knew this was a huge undertaking for my FMP so the fact I was able to create a fully working level I feel is quite impressive.
Issues
Faults for this project came in a variety of forms. although the faults that occurred were not as bad as previous projects, such as the pirate ship crash which erased all my work, The accumulation of all the small bugs did cause me issues. Most of these issues were Maya based, with models not texturing properly, models caving into each other which in turn required me to rebuild the model from scratch, as well as a particularly odd and brand new one to for me where my models would just vanish form the screen if I zoomed out in the slightest. I later found out this was because the model was too large and also had to many vertexes. Mental ray also decided to play up and not load properly, which although is a small bug, caused delays as I tried to get it to work once more. Once I brought it into Unreal Engine 4, I discovered that the textures would not work and instead pasted the entire room with one texture. I believe this was because the models where not built in Unreal engine and had not had their materials created in UE4 either. I had to make a judgment call at that point and decided to leave the textures out of unreal engine 4 and just apply a simple materials to each model instead. Unreal engine 4 had its own bugs which I had to deal with, like light s not compiling properly and blueprints crashing but that was more due to my lack of knowledge of the software rather than UE4 being broken. I also had a moment where the laptop that stores my work stopped charging and in doing so I almost lost all my work. Luckily I was able to fixz this issue and ensured my backups where up to date.
Saying all this I had learned from previous projects and in doing so saved myself a lot of other potentially damaging bugs. To solve any Maya crashes I built each model in a separate Maya file, this was so that in case one did become corrupt the other files would remain safe and I would lose a fraction of the work rather than the whole project.
Quality
The quality of this project was rather high, however bugs did lower this quite a bit. Each model had a lot of detail and time put into them, with a similar styling throughout. The lack of textures did hurt the quality and I will be looking into how to add that to models in UE4 in the future.
What I have learnt
This project has taught me more than any other project. This is because I had to teach myself a completely new piece of software and learn to make it work with other pieces of software I currently use. for my project I leaned how to “code” using their new blueprint system. along side this I had to also learn the multitude of variables used. the blueprint system is really useful and although easy to use, requires a good understanding of what you want to do as well as the many different options available. Another thing I have learnt is the matinee program. this part of UE4 is really cool and is essentially a built in 3d animation program. It uses key framing, similar to programs like after effects or flash. I used this extensively with lights and doors being the major ones. along side matinee, trigger boxes were very useful allowing the player to activate things when next to them. the material system, although very similar to Maya, allows you to add a unique spin with animated materials such as glows and color changing. this can really bring a level to life. I also learent how to create sky boxes, something i have never done before. this was achieved by using several programs such as spacescape and 3DS Max. the process took me many hours to figure out but it allowed me to make a good looking (albeit bright) skybox.
What I would Improve
A major change I would make would be to build everything I could into UE4 first. this is because it would of enabled me to have a brought in the textures I want and bring up the quality of the level. I would also build the skeleton of the level first so that I knew where each asset is suppose to go. this would help me better plan out my level. I would also liked to of created my own materials rather than use the preset ones as well as make my own textures. I would of been able to do this but time constraints hindered what I could achieve. In Maya I would of used alot less veteses in my models so that bugs such as the dissapearing floor didn't occur and also so that it was less demanding on the system. I would also tweak the lighting so it wasn't as glaring. Another thing I would fix would be the skybox. because this skybox was my first ever attempt I found that not all the sides lines which in turn caused some seems to appear. this ruined the environment somewhat and lowered the quality of the level.
Summary
Overall I am really happy with this project. it took a lot of time and work to get this project finished, and in doing so I improved my skills in several pieces of software as well as teach myself a whole new program and use it proficiently to achieve my goals. I would love a chance to do this again and feel that my level would look even better if I did this again. I will certainly be looking into what else I can build and increase its complexity more and more.
Evaluation For After Effects Intro/Outro
Timing
My timing for this part of the project was great. I finished weeks ahead of schedule and that enabled to focus on other areas of my work. The week by week plan I made for this was very broad and allowed for a lot of room for pause because it was intended to be a side project. However when I got going on this part of the project I became invested in it and spent a few days burning through the work.
Faults
Faults for this part of the project were lower than expected, with very little hiccups occurring during the process, This was most likely due to the fact that this part of the project was much smaller than the rest so much less could go wrong.
Quality
The overall Quality of the intro/outro was extremely high and looked very professional. I followed 2 tutorials, done by professionals to help me learn to use plugins for after effects. The intro used plexus, which enabled me to create a spider web effect which once zoomed out would form the letters of the introduction. The outro used the plugin trapcode which utilized particle effects to create a blue fire that swept along to show the letters. I then added my own touches such as particle worlds and light sweeps to give it that bit extra. Both used cameras extensively to create the impression of a 3d space. During this I gained extensive knowledge of how cameras work in after effects and their applications. overall the Outro turned out better in my opinion as it had a cleaner look to it.
Improvements
For the Intro I would have of liked to changed the particle world effect to something a bit flashier or changed the colors of the particles to a bright white. The overall output quality could of been been higher as well and I will go back and re export it. The outro I felt had very little to improve on, with the output quality being at its highest. A few minor tweaks I can do would be to ensure the lettering was centered and to add a few more flairs to the overall animation to really make it stand out
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final compilation of my work. evaluation to come :)
FMP Final renders
Had some issues with the video recording software on my laptop so I will upload this version instead. It is however very pixelated and will have to be redone at college tomorrow
Images for software research