söndag 23 november 2014
Mocap Cleanup
Here is a video update of what I have been doing in the Mocap studio this week, I have been cleaning mocap data for my first assignment. The video is of the very final steps of cleaning unwanted elements and looking through the data to spot any mistakes.
Texture Assignment Final
After getting some feedback from my teacher I decided to redo some things, including scaling down the pattern of the metal texture so that it repeated itself more times inside the texture instead of repeating the texture as many times for the same result. It did help somewhat with the problem I had wit dark patches appearing in Unreal that where not really visible inside photoshop.
The stone texture got a new normal map with deeper lines between the stones as it was looking kind of flat, I also adjusted the levels of the diffuse map which again made the texture look less flat.
I played around a bit with the Gloss Map and managed to make it look as if it had rained. I liked the effect but my teacher was right that those effects should rather be made in the game.
The stone texture got a new normal map with deeper lines between the stones as it was looking kind of flat, I also adjusted the levels of the diffuse map which again made the texture look less flat.
I played around a bit with the Gloss Map and managed to make it look as if it had rained. I liked the effect but my teacher was right that those effects should rather be made in the game.
måndag 17 november 2014
Metal Texture
I have been working on a tiled metal texture over the last few days, there are still some problems with the dark patches but it is starting to look pretty good. It has Diffuse, Gloss and Normal maps attached to it and this is how it looks in Unreal 4.
söndag 16 november 2014
Totemic Winter Level
Today I have been working on a new level for Totemic, it is a special winter theme for DreamHack Winter that we are leaving for in less than two weeks now. There is still a lot to do on it but it is starting to look pretty cool and we are really excited to show it at DreamHack!
lördag 15 november 2014
Totemic at DreamHack Winter
In two weeks time we will be taking Totemic to DreamHack Winter, we will be at Uppsala University's booth at the DreamExpo.
Come see us there and play Totemic!
Come see us there and play Totemic!
fredag 14 november 2014
3D2
Yesterday we started doing some textures from photo references in Photoshop and Crazybump and learning the basics of implementing them in Unreal 4.
Firstly I created a Diffuse map that would tile, using the offset filter in Photoshop and layer masks, from that I baked a Normal map in Crazybump after decreasing the saturation to 0 and finally I made a Gloss map from that by inverting the colours so that the skicy parts would be darker and the matte parts brighter.
These maps were then imported into Unreal 4, linked and tiled so that it would be displayed correctly when applied to the floor. The first one I created in class and the second one is something that I tested doing at home last night.
Firstly I created a Diffuse map that would tile, using the offset filter in Photoshop and layer masks, from that I baked a Normal map in Crazybump after decreasing the saturation to 0 and finally I made a Gloss map from that by inverting the colours so that the skicy parts would be darker and the matte parts brighter.
These maps were then imported into Unreal 4, linked and tiled so that it would be displayed correctly when applied to the floor. The first one I created in class and the second one is something that I tested doing at home last night.
Diffuse, Normal and Gloss Maps In Unreal 4 |
Photo References Used |
Diffuse, Normal and Gloss Maps In Unreal 4 |
Photo References Used |
torsdag 13 november 2014
Motion Capture: Tomb Raider
This week I
started the Motion Capture course, the first blog assignment was to choose a
game that I admire that uses Motion Capture. I have chosen the latest game from
one of my favourite game series of all times – Tomb Raider (2013).
For
capturing body movement Tomb Raider uses a Passive Optical Motion Capture where
the actors wear suits with lots of reflective markers on them. For the facial
expressions they use MotionScan where the face is covered in a fluorescent paint
called MOVA. I also found an article saying that they used an in-house XSens
suit (Inertial Motion Capture).
The Motion
Capture of Tomb Raider was recorded at Digital Domain in Los Angeles, which is
a huge studio with the possibility of using several actors simultaneously; at
the most I could see four actors on the set at the same time (picture below).
The videos
I found from the Motion Capture Studio with the actress, only shows that it was
used for cutscenes although the article I found said that the XSens suit was used
for in-game motion capture.
For the
role of Lara Croft the developers hired an actress that they felt could
personalize the character and make her seem like a realistic person. The
actress finally chosen (Camilla Luddington) was one of hundreds of actresses that
were considered. There are similarities between the actress and the character,
but the character is not a replica of the actress. Mostly it is the hair colour
that is similar while facial features vary in likeness.
They used the
actress for all movement, facial and vocal captions. As far as I can see from
the video material they only captured general body movement and not fingers,
although weapons used were also motion captured.
It was not
very easy to find a lot of information about the use of motion captures I
thought, but from what I could find; one of the most prominent reasons for
using Motion Capture was to use an actress that they felt personified the Lara Croft
that they wanted to portray in the story.
Both Square
Enix and Crystal Dynamics use Motion Capture and both of them have technologies
in-house.
I chose the
game because the game series is probably my favourite one of all games I have played;
I truly appreciate the realism, both in artwork and movement, and style of the
game. I really liked how the developers managed to convey a personality and
story. It is what they wanted to achieve by using the various Motion Capture
techniques and I think that it worked well.
I did not
know before whether Motion Capture was used or not when creating the game and I
would not have thought of so many different varieties of Motion Capture being
used. I did not before yesterday even know that they existed. I have learnt how
important having a good actor can be and how that can be used to get a more
realistic result than using traditional animations. This is because actors have
trained to express emotion with their bodies and faces that an animator might
not have.
What I did
like the most about the animations in the game was probably how it showed
personality and emotion. It has been quite a while since I played the game so I
cannot really remember what I liked the least about the animations. The only
thing I can think of was that at times they seemed a bit “rubbery” almost, not
as explosive as real human movement, as If lacking strength in the muscles.
I had read
about how they wanted to humanise Lara before playing the game and I think that
they managed to do so. They used the Motion Capture techniques available to
create this result with the help of a real actress, when watching the video
material, the size of their budget was very obvious. It was really interesting
to see a little of how the game was done and very inspiring as a game like this
would be my dream project to work with.
Sources:
tisdag 11 november 2014
Paladin - Work in Progress
Just wanted to share something that I am currently working on, I have been experimenting a bit with technique and brushes on this paladin.
torsdag 6 november 2014
Character Assignment Complete
This is my final version of Bella in UDK with Diffuse, Specular, Normal and Alpha maps.
Normal Map |
Diffuse Map |
Alpha Map - used to create fringes on the scarf |
Specular Map |
UV Checker in Viewport of 3DS Max |
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