With the final edits of my cinematic (including a painful 1 hour long light reflection bugfixing session), I added the overworld background music + ambient sounds and finished my epic door. This project was pretty fun and I am satisfied with the end result.
Onto winter quarter. 🫡
With the final edits of my cinematic (including a painful 1 hour long light reflection bugfixing session), I added the overworld background music + ambient sounds and finished my epic door. This project was pretty fun and I am satisfied with the end result.
Onto winter quarter. 🫡
With my environment already blocked out, I only had to focus on the cinematic shots for this week. I was quite happy with the rough cut and I took the advice given to me and implemented most of it. Just need to do some final touch ups before the final submission.
Onto week 10. 🫡
With my environment already blocked out, I only had to focus on the cinematic shots for this week. I was quite happy with the rough cut and I took the advice given to me and implemented most of it. Just need to do some final touch ups before the final submission.
Onto week 10. 🫡
I also added the keypad that will be used in a separate sequence, but after I animate the player punching in the code (1111), it's time to move onto the cinematic rough cut.
Onto week 9. 🫡
I also added the keypad that will be used in a separate sequence, but after I animate the player punching in the code (1111), it's time to move onto the cinematic rough cut.
Onto week 9. 🫡
With everything for the door modeled, I moved on to animating everything in sequencer, which I think I did a pretty good job with on my first pass. I needed to add a bit more fluidity (which I did), but now my vault, laser, shutter, and gear door all look and animate beautifully.
With everything for the door modeled, I moved on to animating everything in sequencer, which I think I did a pretty good job with on my first pass. I needed to add a bit more fluidity (which I did), but now my vault, laser, shutter, and gear door all look and animate beautifully.
Modeling isn't my forte, but I did still want to make a good looking vault + comically large amount of backup doors combo. So far, I've got the main vault itself, the laser door (door that's solid until a light trace shows the sections), and the window blinds door.
Modeling isn't my forte, but I did still want to make a good looking vault + comically large amount of backup doors combo. So far, I've got the main vault itself, the laser door (door that's solid until a light trace shows the sections), and the window blinds door.
I didn't get that much work on modeling the door and just made a quick one for size reference while making my environment. I also will prolly need to adjust it so the vault is in the wall and not in the middle of everything, but at least I know where to go from here.
Onto week 7. 🫡
I didn't get that much work on modeling the door and just made a quick one for size reference while making my environment. I also will prolly need to adjust it so the vault is in the wall and not in the middle of everything, but at least I know where to go from here.
Onto week 7. 🫡
I also made the chimney open its door and ignites/extinguishes a fire every time you click it. Lastly, I made the lamp alter the daylight and turn itself on/off accordingly.
I probably made this assignment harder than it needed to be, but I enjoyed it so it's fine.
Onto week 6. 🫡
I also made the chimney open its door and ignites/extinguishes a fire every time you click it. Lastly, I made the lamp alter the daylight and turn itself on/off accordingly.
I probably made this assignment harder than it needed to be, but I enjoyed it so it's fine.
Onto week 6. 🫡
As for the interactions, the door, TV, and radio ones definitely took the longest since I needed to make quick animations for them but they turned out great. These 3 are definitely the ones I'm most proud of. The fire extinguisher exploding and being sent flying I feel is also funny.
As for the interactions, the door, TV, and radio ones definitely took the longest since I needed to make quick animations for them but they turned out great. These 3 are definitely the ones I'm most proud of. The fire extinguisher exploding and being sent flying I feel is also funny.
For the interactive toy assignment, I wanted it to have it set on top of a lookout tower. The camera pawn would be from the point of view of someone who is currently stationed there. Specifically, they will be sitting on the bed. I also plan to make clicking the bed the "reset button".
For the interactive toy assignment, I wanted it to have it set on top of a lookout tower. The camera pawn would be from the point of view of someone who is currently stationed there. Specifically, they will be sitting on the bed. I also plan to make clicking the bed the "reset button".
For the sewers, most of the work was already done, but I got a suggestion to add fog to it and wow does that make it look so much better. It adds so much atmosphere that looking at the scene without fog feels wrong.
(The last 2 images are the sewers with and without fog respectively)
For the sewers, most of the work was already done, but I got a suggestion to add fog to it and wow does that make it look so much better. It adds so much atmosphere that looking at the scene without fog feels wrong.
(The last 2 images are the sewers with and without fog respectively)
I got a lot done this week and my set looks so much better.
All the trees, shrubs, and rocks makes the upper area look so much nicer. I also took the time to make the lookout tower on a higher hill so that you could see over the newly placed trees. Also got mesh layer blend working. 🥳
I got a lot done this week and my set looks so much better.
All the trees, shrubs, and rocks makes the upper area look so much nicer. I also took the time to make the lookout tower on a higher hill so that you could see over the newly placed trees. Also got mesh layer blend working. 🥳
As for above ground, I had no trouble replacing not only the landscape textures, but the grass foliage as well. However, I *did* have quite a bit of trouble with the mesh/landscape blend and could not get it to work. The mesh was clearly blending, but not the way I wanted it to.
As for above ground, I had no trouble replacing not only the landscape textures, but the grass foliage as well. However, I *did* have quite a bit of trouble with the mesh/landscape blend and could not get it to work. The mesh was clearly blending, but not the way I wanted it to.
Added lighting to the sewers by adding torches. I really tried to get the flickering to be random w/ material instances, but they would never work ingame, so they all uniformly flicker. It looks weird, but at least it gives off the vibe that it's torchlight. It's looking great overall.
Added lighting to the sewers by adding torches. I really tried to get the flickering to be random w/ material instances, but they would never work ingame, so they all uniformly flicker. It looks weird, but at least it gives off the vibe that it's torchlight. It's looking great overall.
I wanted to go for a medieval campsite overseeing a sewer entrance.
I messed around with the landscaping tool and learned how to use landscape masking to get the sewer entrance to look like it's poking out naturally. Interior looks great so far, but I had some trouble w/ the outside.
I wanted to go for a medieval campsite overseeing a sewer entrance.
I messed around with the landscaping tool and learned how to use landscape masking to get the sewer entrance to look like it's poking out naturally. Interior looks great so far, but I had some trouble w/ the outside.