Monday, November 17, 2014

EXP2 Final Submission



Strategy

Landscape Design

To begin with, the previous 'Island' scene had to be retopologised in order to incorporate the landmarks in this project. Firstly, I did some research into the terrain surrounding the real-life Sao Paulo Museum and found out it was on a relatively flat, but still uneven surface (the Museum itself has 2 distinct sections, one that is on 'ground level' and the other is built deeper into the ground.)

I really wanted to incorporate an 'Ice Age' theme in this piece, the idea being that a huge freeze has destroyed all civilisation and its remnants are weakened by the deadly combination of sub-zero temperatures, icy winds, rising water levels, and increasing moisture in the air.

The Museum as depicted in this piece has only just been exposed to the frozen weather. This is why you can see a lot of vegetation and foliage thriving inside. Water trapped in crevices on the ceiling drips down onto the cracks in the floor, feeding hardy plants and producing a small ecosystem inside the building. The Museum is sinking into the snow and ice, and soon the whole structure will disappear.

 

Systems Failure 

A staircase lies crumbling into pieces due to the stress and weakening of its supports by the harsh weather. Glass windows are no longer existent, with wide gaping holes where they once stood as an integral, iconic part of the original Sao Paulo Museum design.

 

Human Occupation

Scaffolding appears to have been erected to fight against the crumbling concrete, but to no avail. Broken pieces of shelves, tables, chairs and water features show how the previously-inhabited Museum has not stood the test of time.

 

Textures

Using reference photos and pictures from the original year of creation, I was able to reproduce the colouring and shading intricacies of the Museum. As it used reinforced concrete, I utilised texture references to match the designs of cracks in the surface and designed blending patterns using the CryEngine Blend Layer tool. Unfortunately, the low texture memory of my development workstation has limited the resolution of surface textures and compromised the quality of the final product.

 

Interactivity

Destroyable objects include evidence of human occupation including chairs, tables and shelves. The half-destroyed scaffolding can also be interacted with, as can be the water dripping from the ceiling. Real-time fog, clouds and the use of particle effects such as snow also enhance the interactive effect of this piece.

Final Thoughts

On reflection, I may have been unlucky with the choice of model for this project. This Sao Paulo Museum model was not very well made, with the modeler showing some signs of rookie mistakes. The model contains very few double sided faces, despite the modeler creating walls that were paper-thin. The glass surfaces were not modelled accurately, so I was forced to remove the entire section. The ceiling and walls were modeled haphazardly with no regard for texture coordinates, but a lot of that could also have been the FBX Exporter that SketchUp uses. 
On the positive side, I was able to use some previous Blender skills to adjust and fix normals, update double-sided faces, retopologise meshes, and clean up any disjointed vertices to ensure the final structure looked realistic. Unfortunately, the texture quality could not be salvaged, but I tried my best to mask it with effective use of lighting and geometry.


This course was a refreshing experience in a new set of tools I'd never have considered using otherwise. Using CryEngine has been a wonderful way to learn the ins and outs of a complex graphical engine. This EXP2 project was quite fun and I was able to learn some new techniques and tricks for use in future level designs. Overall, it was a very positive journey and one that has taught me a new method of thinking.


Sunday, November 16, 2014

Hero Screenshots

Decaying scaffolding
Foliage growing in crevices
Water draining in from ceiling
Overgrowth of vegetation all over floors, walls and ceilings
Broken staircase

Work-In-Progress screenshots and Steps Taken

Scouting a location to place the building

Importing the building into Blender and then CryEngine from Sketchup.

Getting some foliage into interesting areas.

Using MSPaint to manually resize textures to fit the CryEngine 'power of two' requirement.

Using the CryTIF Plugin in Photoshop to export Diffuse maps.

Applying materials to the imported building

Tweaking 'Time-Of-Day' to produce more visually interesting compositions
Created a Photoshop Action script to batch export texture files to CryEngine's DDS format

Finally got the texture into the game. Used Blend Layers to create vegetation along the floors and walls.

Built a broken version of the staircase to show signs of wear on the building

Added FOG to produce a stronger atmosphere aligned with the weather outside the building.

Added another broken scaffolding to show how humans attempted to fix the building, but failed.

Added water particle effects, dripping from the ceiling to the ground.

Using the Flashlight produced a very creepy horror theme

Added vegetation that grows in areas touched by water or outside elements

More Blend Layer work on the walls here, showing decay and moss growing.

This has a really cool atmosphere to it.

I tried to add Ambient Sounds but a bug on my PC doesn't seem to allow sounds to play.

Added a SpawnPoint just next to the stairs players need to take into the building.

I used reference images of reinforced concrete, matching it with real images of the structure, to simulate the look after years of wear and tear.

I switched the Time Of Day to afternoon in the Game, to show the environment in a different light compared to the video trailer and screenshots. Now it looks like a desert storm!

One of my Hero Shots. I'm pretty happy with the result. It's very close to the visual theme I was going for.

Friday, November 14, 2014

Reference images


Earthquakes and riots damaged much of the city's structures in The Last of Us
Lots of foliage growing within structures, combined with the weakening of pillars, causes collapses.

Tuesday, November 11, 2014

Blender workflow and References from 'The Last of Us'


I've been using Blender as my modelling package for a few years now, so I'll continue using it in my workflow. It means I'll have a different method to importing models than people who use 3dsMax or Maya.

I export from Sketchup to .DXF format, then use the Autodesk FBX suite to convert to .OBJ and import into Blender.
 
All the different material surfaces are colour coded in Blender, allowing easy manipulation and organisation of materials.

Almost all of the detail has made it into Blender, which leaves me with just the detailing and extensive remodeling work to complete.

Reference Material from 'The Last of Us'

http://37.media.tumblr.com/a15fbfadf1b7ecc6d81e001d3053e8c8/tumblr_n8jl07pXjP1qju7tlo1_1280.jpg
Interior decay and material destruction. Also taking note of the lighting (good use of natural light sources)
http://blackoniblog.com/wp-content/uploads/2014/09/joel-hotel.jpg
Foliage interspersed with debris. Also looking at how glass fares in the future.

http://37.media.tumblr.com/14c57e5bc7dbd5861c699451cdc8fcf6/tumblr_n8jl07pXjP1qju7tlo6_1280.jpg
A winter landscape. I'm looking to mimic this aesthetic.