Personal Project - Take Two

General / 28 October 2018

Hello everyone!

Here I am, at it again. Made some progress with my work! 


Current Stage

I began creating couple of assets in the last two or so weeks. And since I'm still at school, I allow myself to explore some various methods to see which one fits me best. Just recently I explored one that really suits me a lot and I'm quite happy about it. 


https://youtu.be/gtZ_qpmIf84

It's just an intro to a paid tutorial that I didn't watch. But from the intro alone you can see the approach they use. With that description of sketching detail in through "First, Secondary, and Tertiary"-concept. Primary being the big, main shape. Secondary are larger areas on those main shapes. And details are for the minor details to give the whole object more interest. For some reason, sketching in that approach really helped me a lot to set the ideas down fast. 


That's the major find I made besides minor solutions for some technical issues like Shaders, instances, etc. 


I began on the tubular greenhouse machine in the back. The initial design you see here is scrapped by something new and more sleek. But it shows the animation and the cost of it really well.

(first view change shows light complexity and then quad-overdraw)


And here are some summary GIFs again like last time. I'll keep this up and improve them regularly over time. 


What's Next

For the next few weeks I will focus heavily on the center of the room while constant filling the rest up here and there.

Also did some quick paintovers concepts so you can see where I am trying to head towards. I might or might not follow them through since I am not totally happy with them yet.


  

Thoughts

Looking back, progression feels slow to me, but I constantly have to remind myself that I am also exploring different concepts and designs. If I had a completely finished concept of a room, I would plow through it a lot faster for sure. 

And in the end, still enjoying it! Can't wait myself to see this finished :D


Yours truly,

Michiel van Ommen

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Personal Project - First entree

Work In Progress / 01 October 2018

Hello everyone!

This is my first attempt assembling a blog online. 


Project Background

Firstly, let me tell you about this project of mine. I am making an early cyberprep room. Initially it was build as a guest's bedroom that got slowly used as a storage place and is now turned into a playroom. Mainly for D&D sessions. 

And that's the key: for D&D tabletop playing. There are so many tables and setups out there for D&D that is solely purposed around the theme of medieval fantasy. So I wanted to combine it with a subject I myself am really invested in: early sci-fi - and era where advanced technologies are making life much easier, augmentations start coming in, and humanity is faced with the ethical questions of how much they allow themselves to temper with each other's bodies through technology. 

From this day onward, I have roughly 12 weeks the time to finish this. It's part of my graduation project at IGAD (Dutch academy for game development).


Current Stage

Besides the mandatory documentations and planning for this project, I've spent roughly a week and a half on it so far. Majority of it is researching designs, environments, existing art projects, and the actual city this department is based in. 

I started off working in Maya, coming up with various small room designs that feel comfortable and have at least one area elevated or lowered to give interesting height variations. It was first too conventional but once I began to use a similar approach like Steven Holl who cuts geometry with geometry to create interesting, abstract spaces. 

The more I used boolean to create spatial areas, the more interesting and believable they became. 


Once I had a rough setup that I am mostly happy with, I imported it into the Unreal Engine 4. There I setup the initial, rough blockout of the lighting, starting off with just the simple natural light and add more as time goes. With this, I made sure the whole project is working correctly, In that, the pipeline from Maya to Unreal runs smoothly, level with a functioning first person BP that got modded to fit the room better, and global settings adjusted to make proper lightmap baking. 

I also snatched couple of IKAE models online to use them as reference for scale. And keeping yourself reminded to what real life scale is while working on models is essential. It's something I've learned over the past 2 years at this study by doing several of these game projects. 






  

What's Next

Now I am focusing on getting down with a proper style that I can use on other filler objects to keep the whole area consistent. This will most certainly require changing the room's design and shapes here and there.



Thoughts

I am concerned about the scope itself since I am designing this room myself and also try to focus at least 6 weeks solely on lighting itself. But I believe in myself that I can pull this through. It's an ambitious project and will provide me with plenty of stressful days. The end result, though, will be worth it, I am sure. 

And of course, any critique or constructive feedback is welcome from anyone who reads this~


Yours truly,

Michiel van Ommen

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