XB3001: Reflective Weekly Diary for Rewinders
Week 1 – 5/10/15
Weekly Focus: Modular workflow research
Following a group discussion on the game we settled on making a game with the rewind mechanic. This would take the form of a 4 player arena battle game where players scored points for being the last one standing. They would use a grenade launcher, melee weapon, and a rewind mechanic to trigger traps in order to remove other players from the game. As my role is to first build a modular set for the level I detailed to the group how I would use Maya and practice a new PBR texturing technique through Substance Painter. This week my task was to do some research on modular workflow, the use of atlas texture maps, and RGB texturing in Unreal.
Week 2 – 12/10/15
Weekly Focus: Research and Team Communication
This week I continued with my modular and texturing research. Our team also set up a Skype group and Trello account each so we could communicate our progress on the game to each other.
Week 3 – 19/10/15
Weekly Focus: Test Modular Workflow
This week I built a modular set for testing, for the sake of practicing my workflow and to get the scale of the pieces right when compared to the level block out created by Matt. This consisted of a simple wall and floor configuration. For this I used a hard surface modelling technique and applied textures to them with Substance Painter.
Week 4 – 2/11/15
Weekly Focus: Modular Testing and Atlas Maps
I passed the modular set over to Matt for importing into the Unreal Engine. The scale should have matched the block map exactly as Maya and Unreal were both measuring distances in centimetres. This wasn’t the case however as they were around 4mm off. I reopened the modular file in Maya and made the pieces slightly bigger, but after reimporting them they were still the same size. After doing some research online and speaking to Paul Bannon, a tutor from Futureworks, I informed Matt that to make the pieces snap together he would have to hold the ‘V’ key to get the pieces to snap to the vertices. This meant the modular set would be slightly off the grid but it was the only way to make the pieces snap together.
I also continued looking into how I could implement Atlas Texture Maps into my workflow.
Week 5 – 9/11/15
Weekly Focus: Modular Set Group Meeting and Substance Painter
With testing complete and a scale to work off for the modular set I can now begin making the first full modular set for our game. To begin with in today’s group meeting I discussed with the team what I would need to build for the level. Afterwards I wrote down the list, it included;
· Inner and outer walls
· Floor pieces
· Traps that were built into the floor (trap door, molten metal spillage)
· Cosmetic pieces (spikes)
I also informed the team that I would not be using a texture atlas. These work great if you know exactly what pieces are needed for a complete modular set. But as this modular set will change and evolve to the needs of the team I would need to remake the texture atlas every time something changed, this wouldn’t be very efficient. This being the case I’ll be texturing each piece individually. The game isn’t too big and they’ll be exported at 2k resolution so there shouldn’t be a dip in game performance. Speaking of textures I also spoke with Niall about the visual feel for the game. We agreed on an industrial style with worn metal, rust, like that found in the Mad Max serious of films.
We also address the issue with the Substance Painter texture files. When exporting the maps I was leaving the settings at ‘document channels’, this exported the ambient occlusion, height, normal, basically every channel that was used. This made the setting up for the textures in Unreal a little arduous for Matt as there were around 8 maps for one modular piece. After doing some research into exporting maps for Unreal I found that the export settings could be set up to only export what was needed for the materials to work. This reduced the number of exported maps to 4 and made the process much more efficient.
Week 6 – 7 – 23/11/15
Weekly Focus: Modular set and Texturing
This time was spent on building and texturing the modular set. I built the pieces discussed in the team meeting and textured them in the style that was agreed upon. I’m quite happy with the results as these are the first assets I have completed using Substance Painter. Previously the quality of my texturing has been as I used to use hand painted techniques via PhotoShop. My skills with that software were never great as it seems to favour 2D artists, in my opinion. Substance Painter lets you apply materials to 3D models in real time so it’s possible to see how they look instantly and make any required adjustments.
I think I’ve only just scratched the surface of what this software is capable of, but I can see already that I’m going to enjoy learning how to use it.
Week 8 – 9 – 7/12/15
Weekly Focus: Modular Building
After completing the modular set I’ve been asked to make a few additional pieces, as well as some alterations to the existing ones, including the height of the inner walls and rebuilding the corner stair pieces. As the stairs are they only allow players to climb them from the front, having stairs along the sides will give players more freedom and stop them from getting caught on them. Additional pieces will include a few variants of the floor tiles.
Week 10 – 14/12/15
Weekly Focus: Christmas Presentation and Modular Decision
This week was spent compiling all of the work from previous weeks in order to show our games progress to the class. I’ve also decided to do a second art pass on the entire modular set over Christmas. I believe I’ve learnt enough from making to first modular set, as far as Substance Painter goes, to make a new set look even better. I was sceptical about making pieces that consisted of more than one shape as I thought it would be difficult to UV map and texture. After experimenting with SP in other modules I’ve found that it wouldn’t be the case. With this new knowledge I’ll be able to make more elaborate designs that are more visually appealing.
Week 11 – 14 – 11/1/16
Weekly Focus: New Modular Set
Well the Christmas break didn’t go to plan, I ended up dislocating my knee and couldn’t get to a work station. I’ve managed to set everything back up but I’ll now be playing catch up.
I’ll begin by continuing on the new modular set that was started before the Christmas break. Fortunately the old set can still be used in the game whilst the new one is being made so me being behind isn’t effecting anyone else’s schedule.
Weeks 15 – 17 – 18/1/16
Weekly Focus: Modular Set
Fortunately I included a lot of contingency time for the modular set, in case something went wrong. For now I’ll just continue working on it and passing over the files to Matt as I complete them.
Week 18 – 8/2/16
Weekly Focus: Modular Set
The second art pass of the modular set is almost complete. I’ve been asked to make some additional pieces for a walkway too. These include;
· A straight piece
· A piece that connects to the outer wall
· 450 and 900 angle corner pieces
· A straight piece that breaks off in several directions
· A set of stairs that give the players access to the walkway
Week 19 – 20– 22/2/16
Weekly Focus: Finishing the Modular Set
I’ve now completed the modular set and all of the pieces have been imported into the game file. The new set looks much better than the old one. The models have more detail which allowed me to make more interesting textures for them. I’ve learnt a lot about PBR texturing along the way and will continue developing these techniques on future projects.
Week 21 – 23 – 14/3/16
Weekly Focus: Game Characters
This week I began working on texturing the games characters. What I wasn’t expecting to have to do was to animate them however. This isn’t something I’ve done before but I’ll have to learn quickly as there isn’t much time left.
Matt recommended that I use Mixamo to do the character animations. After watching a few tutorials it doesn’t look too difficult, all that needs to be done is to import a rigged character model and the animations are done automatically. Both I and Jack, our other 3D artist, haven’t made a humanoid game character before. Considering the limited time that’s left we’ve decided to use a free character model available from the Mixamo website. The character designs made by Niall are robots, which works out very well as the character model we’ve selected from Mixamo is a robot. I’ll have to texture the model to look like Niall’s designs. After what I’ve learned from making the modular set, and work from other modules, this shouldn’t prove to be too difficult.
Week 24 – 26 – 21/3/16
Weekly Focus: Game Characters
Due to my injury earlier this year, work from other modules is slowing my progress with the characters. I’ve managed to get one character finished, but to get the other three done, and get them animated, is looking a little unlikely on my own. Because of this we’ve had a team meeting and Jack is going to help me texture the remaining characters. I’ll finish the second one, and Jack will do the other two.
Week 27 – 11/4/16
Weekly Focus: Importing Game Characters and Animations
The textures for the game characters are now finished and have been imported into the game. There’s a few issues with the ambient occlusion and metallic maps between the characters legs. When baking the maps the high poly model shrinks a little causing a sort of bloom effect on the shadows and exposed metal. I compensated for this by erasing the channels effect from those areas, but considering the game is played from an isometric angle it can’t be seen anyway. After discussing the art style with Niall we concluded that they worked well with the industrial style environment.
Now to begin working on the animations. Since the characters from Mixamo are pre-rigged I won’t have to learn how to do that, which is fortunate considering that there’s not much time left. Implementing the animations into Unreal will be the bigger challenge here.
Week 28 – 18/4/16
Weekly Focus: Character Animations
As I stated last week, animating the characters would be easy, getting them to work in Unreal would be the challenge. I wasn’t wrong. There were a few problems with Mixamo, such as the website being down, and the animations not exporting as skeletons (even though they were set up to). After looking around on the support forums it turned out that exporting them as a series in a zip folder was what was causing the animations to reset to default. This is a bug that they are aware of and the workaround is to export the animations individually. This worked and I eventually had all of the files I needed to get the animations to work. I’ll be importing these into the master game file that Matt has next lesson.
Week 29 – 25/4/16
Weekly Focus: Importing Character Animations
It’s definitely a last minute kind of thing but I’ve managed to get the animations into Unreal and they’re all working. With this my work on Rewinders is complete.
Project Summary
Overall I’m pleased with the work I have produced for this module. I fell behind on my schedule due to my accident but I was able to finish everything that was required of me to a good standard. I still have a lot to learn about 3D modelling and texturing efficiently but this project has helped me along with that quite a lot. The crunch towards the end was a good experience for me as it applied a lot of pressure to get things completed for the deadline, and everything was. I’ve enjoyed working together with the other members of my team. Surprisingly there was no grief between us, despite us being warned that it likely happen. The whole project ran rather smoothly and was an enriching experience overall.












