This week marks the final of the asset creation process, I heave learned many unreal techniques that aided me. The Terrain generation process and how to blend textures based off the generic unreal terrain modeling tools. I learned how to blend textures based off global variable arrays that trigger from volume spheres. Materials that sway in the air, materials that react to light in certain ways and finally a shader that works!. I figured out how to manipulate blueprints to what I need (Generally). And thus this was created in its place, A download to the game will be put on google drive at some point and a link to the essay complimenting my intentions. Also click the link to my Artstation: www.artstation.com/artwork/rYkJm
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I've been researching as to how I could improve the trees leafs to better suit the level, however after 7 hours of reading through the witness's blogs I still haven't figured it out. But since this is all I have to show. However, towards the end of the week I figured it out! I managed to get the tree shader to work and look half good. Now was the time to build the game and asset ready for testing from my peers. . . but behold! the university computer that I was using died and I lost all of my materials. . . so i decided to complete it next week, again.
I created some rocks to fill some gaps between open areas, while they look plain, I sculpted them like that so I can change the color to suit the scene better through materials in UE 4. After thinking for an hour or so on what should go inside the middle of the scene I came to the conclusion that a monument of illusion should persist. So I started to googled things that look appealing to the eye at certain angles. The artifact replicates a search or journey for something. The object/structure in the center is inspired by the Impossible statue in Belgium. The statue was created by mathematician Mathieu Hamaekers 3D Penrose triangle but the concept was first created in 1934 by Swedish artist Oscar Reutersvard and popularized by Roger Penrose in the 50’s. The triangle is essentially an optical illusion that plays on the viewers perspective as they move around. From one point of view the object is a straight-lined triangle and from another the edges become curved. This links to the idealization behind the artifact which has themes of verisimilitude and perspective, meaning that a persons sense of realism depends on their perspective - just like how the “impossible triangle” changes its form depending on where it is seen from (perspective). So after trying to wrap my mind around how to go about modeling the object I finally managed to get a similar object which at certain angles represented the desired effect I was looking for.
After 10 odd hours of studying how to get materials to interpolate between multiple material structures that work dynamically with terrain mesh and foliage instances I finally managed to get it to work. So basically I placed several volume trigger spheres into a scene that scale inwards to the center: Once the player walks into one of these trigger spheres a timeline curve is activated that transitions a float from 0 to 1. This float is a global variable which I can access through the materials that I have applied to the mesh in the inspector: And finally, the end resulting in a colorful environment (Of which needs color correcting). As soon as I have completed I will then do my enclosed study about how this artifact has effected the players perspective and cognitive responses from the start to end.
Today I furthered my understanding and have formally decided to make the switch over to Unreal Engine 4. The reason for this switch is simply because it looks and run better for what I am trying to show. For example; Materials are easier to blend between other materials, Animations and image effects are built in, lighting and shadows are more accurate, reflections and post effects suit my designs further than Unity can. Hence fourth I took the liberty to research the following:
Things I need to complete are now narrowing down and almost time to start piecing together the puzzle. And once I have everything working mechanically, I can then move forward with why I done everything the way I have. Over the last week and a bit I have been creating numerous amounts of foliage to occupy what will become the asset to my study. Below you will see some silhouettes of some different types of flowers. Further down the page you will see which ones were chosen. I asked people from Facebook to choose 4 of these that they liked the most. From that I drew the textures in Photoshop before placing them on low poly plants in Blender. I encourage whomever's reading this to comment on which ones they like and why.
-This is not a simulation-
Question: How to define realism in worldbuilding through player sensation? After completing my research proposal for my chosen topic, I will be demonstrating certain elements from my references to add in addition to my world. These objects will directly correlate towards my chosen question. I plan to model low poly block outs of trees, rocks, shrubs and other small things that will populate my scene. I will then work on shaders that will neatly interpolate current with additional texture maps one after the other based on distance. I have planned and setup a basic scene in which a player can move around while lighting and textures lerp onto the objects using an alpha map. When compiling all my research into the asset I will then be able to move forward with more research on other elements, but for now, objects and textures are the main goal to achieve by the end of this week. |
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