Saturday, November 9, 2013

Post Processing

I've been messing around with post processing effects for the past couple of days and I've added some stuff that has really added to the atmosphere in my opinion. I added some slight chromatic abberation to the scene to make the camera seem more realistic. I've also added very slight film grain to help make it look a little more cinematic. I decided the water I had previously looked like crap so I deleted it and started a new water material from scratch. I think this one is much more convincing. And lastly, the thing I'm majorly proud of and excited about is that I worked up a way to add some water caustic reflections on the ceilings! Not a huge thing, I know, but it definitely adds to the realism and I think it came out amazing.
New Water Material - Fully animated

Caustic reflections - fully animated

Post effects - Chromatic abberation and film grain. More more apparent when playing

Fixed the puddles! Proper reflection and distortion. They also flow and ripple slightly

Thursday, November 7, 2013

Current progress

Here's an update on what I've been working on lately. After checking out a lot of photo reference of abandoned buildings and such I decided it wasn't nearly dirty enough, even though it's supposed to seem "untouched." Messed with lighting a bit, added some more light sources, flickering lights,puddles etc. There is also some basic sound at this point.

At the moment my biggest annoyance is finding out the proper way to create reflection distortion for the puddles. I've found a couple of tutorials but they all seem to be a bit dated, and links are broken etc.

Finally I think everything still looks sort of sparse and underpopulated so that's what I would be working on over this last month.





Tuesday, October 22, 2013

October 21

I was getting a lot of critique on the lighting and specular effects happening in the scene, so recently I've been devoting a lot of my time to creating a better looking environment in regards to lights and post processing. I've also begun adding in decals and other small details that help with realism. Also, fluorescent lights! I checked and yes those were around in 1960 :] As for mood, I wanted everything to feel very cold and empty with a lot of the lighting adding to the warmth. Sort of like when you enter and flip the lights on, you're beginning to bring the place back to life after so many years.









Wednesday, October 16, 2013

October 16

I spent most of today working out a couple of kinks and beginning to populate the scene with clutter to hopefully add some realism and a bit of a sense of chaos. I also blocked in a new room for the "Minor directives" area. the main room with all the desks is the "Main Directives" area.
New room

added folders/notepads/coffee cups

Tuesday, October 15, 2013

October 14

Things are starting to slow down a bit in regards to obvious progress. Since most of the level is blocked in, I'm moving on to details and smaller issues such as reflections and proper lighting. Here are some up to date progress shots:
entry way - mainly finished

entering the base - not much has changed in this shot

main conference area. probably going to add a projector to the table hence the lighting on the wall

closer view of reflections on glass - very subtle effect

View of the main office space, will soon add various papers strewn about as well as desk details

desks from down stairs

sewer line entry
Like I said, most updates probably aren't immediately apparent, but overall I really feel like the space is coming together.

Tuesday, October 1, 2013

Sept 30

As of right now a lot of my time has been spent optimizing what I have in the scene so far. This is still somewhat of a learning process for me in regards to playability and what a players computer can and cant handle. I noticed a small amount of lag, so Ive been going through and compressing textures, removing unnecessary items etc. Basically cleaning up the pallete so its a simpler job the rest of the way.

Here are more progress shots of  what I have actually added:

ALL of the lighting present is temporary, as I will make a more detailed lighting passed once the scene is built.







All of these details are story-insensitive, due to the fact that the story is still being fleshed out.

I have been reading up and watching some era specific documentaries in order to build a more accurate information base for the story.

That's it for now.

-Ben

Monday, September 23, 2013

Sept 23

After a long weekend of working on modular props and blocking out my spaces, I've finally gotten to a point where I can begin to add in detail pieces.

Here are some shots of what I had done before the weekend (not including the railings. Those were built in class wednesday) -


And some shots of what I had after class today -

For now I'm moving on to realistic glass and then on to proper texturing and light sources.

Tuesday, September 10, 2013

BFA Proposal

BFA Proposal

For my Senior Studio I would like to build one fully fleshed out environment in 3D and bring it into the Unreal Development Kit in order to create a fully interactive and explorable scene. I would be using many tools to create the environment such as Maya, Zbrush, Photoshop, dDo, nDo, xNormal, 3DS Max, and UDK. Additionally, I would like my environment to tell a story. Though not explicitly expressed, the details and clues around the environment will clue the viewer in to a narrative that the world was built around.
   As for the narrative, I would like to explore the realm of conspiracy theories, specifically those surrounding the time period of the cold war. I would like to build a 1960's secret government base, housing the “World Containment Initiative,” A government that is known to nobody and is ruled by nobody. This government is essentially the one World Government. The power that secretly watches over the entire planet. This group is responsible for many acts around the world that may have been attributed to one person, or are possibly chalked up to a mystery. Acts such as assassinations, disappearances, elections, and terrorism, all in the greater interest of the world as a whole. Though few in number, these “government officials” hold an enormous amount of power and influence with the greatest world leaders, including presidents and prime ministers, and are able to perform any act, good or bad, in order to achieve the desired results.
    The end result will be created using a realistic style, as to help in selling the story and environment to the viewers. The intended tone is a serious one, and I believe going for a realistic style will be the most effective in achieving that tone. Additionally, I would like to apply certain depth of field and bokeh effects to achieve a “polaroid” look on the players view. I feel that this will help the viewer focus on the details, as well as help create an older, 1960's feel.
     The final format for my work will be built in to one executable file, Much like a videogame. I will put the file on a pc and plug the pc into a television or monitor that will be hanging on the wall or sitting on a table. I will have an xbox 360 controller plugged into the pc so that the viewer may freely explore the environment using a familiar control scheme. Provided I have the time, I would also like to create set pieces to go in the exhibit. For example, a false 1960's tv would encase the actual screen, and the WCI Logo would be on the wall behind it, as well as glasses of scotch or whiskey on the table along with an old ash tray and some secret government papers.

Visual Aids:





Exhibit Display - 




 Equipment Needed:

-A workstation PC with Unreal Development Kit
-A fairly powerful PC for the exhibit
-A TV or Monitor for the exhibit


Calendar:


September-
16-Have Concept Finished
18-30: Prop Modeling (at LEAST one new finished prop per day)
 October-
02-30: Prop Modeling / Environment Modeling
November-
04-27: Bring into Udk and Polish
December-
02-06: Construct Exhibit Props

Thursday, September 5, 2013

Self-Assessment

Artistically, I view myself as a 3D artist. I have at least a foundation in almost all aspects of 3D art, and I have focused my efforts into creating game-ready assets, and the tools associated with them. Much of my inspiration is directed towards otherworldly ideas, such as a futuristic concept or a supernatural, surreal environment. I don't believe that I have defined a style for myself in my 3D work yet. I have always worked off of the found energy from may many different inspirations. I would not consider myself an “Idea person” as I have always struggled with the formation of concepts and original ideas, not to say I have no originality, though. Because of this I have focused my efforts into coming as close as I can to industry standards, and refining the work that I have to a professional degree. I believe my technical skills are my advantage. I know how to do many things and I can do them well. Applying those things to something greater and more creative is where I struggle.Much of my inspiration comes from certain concept artists. For example, Sparth never fails to spark something in my head whenever I see a piece of his. Below are some Examples. At this point I feel that I am a technically proficient 3D artist who is still developing creatively.