Sunday, May 23, 2010

The Desert Sessions, PT. 5

It's about due time for an update. There's been quite a lot of progress since the last post, mainly in the the fact that there's trees now populating the map. List of new things....GO

1) Added 12 different types of speedtrees to the map. Most are populated with leaves, some are bare. Used 3 different leaf textures, and 3 bark textures. Bark textures have normal maps as well.

2) Map now uses motion blur for the player.

3) Depth of field is now enabled. Objects in the background look out of focus.

4) Changed the water to reflect the skydome texture. The way it's lit looks more spot on with the surrounding environment.

5) Added grass clumps. The ones seen are placeholders. More on that later...

6) Finished sculpting mountains. It blends between two textures and has a normal map applied.

7) All props are now in place and scene layout is finalized.

8) Background land plane is in place.

9) Terrain layers are finalized, all with normal maps in place. Let's just say that the ground is done.

10) Added the post process volume, a sort of controller for the shadows, midtones, highlights, etc. in the scene.

11) Added a lightmass importance volume to speed up build time.

And the images as proof of my labours:


So. What to say.... Well, for starters, half of my time has been devoted to making it so that the frame rate stays at 24 fps. The big culprit was the grass clumps. I apparently overestimated what the unreal engine can handle as far as poly counts go. So, I spent a lot of time reducing the polys on all the models, only to find out that I have to completely remodel them in a new way. Back to square one. Live and learn. It's okay though, because it was a huge learning experience on engine optimization. I even tried to add in some tall grass, but the engine wasn't having that either. Don't know HOW I'll figure that one out.

There's also been some back and forth on making the trees look decent. Speedtree gives you quick results, it's just that the results can be unpredictable, and the amount of value sliders can give you a headache. Poly counts had to be adjusted, limbs cut, roots placed in at the last minute, the list goes on. For the amount of time spent on them, I like how they turned out. I would have liked to have had more of them, but Unreal craps itself when a certain amount of speedtrees are present. Another lesson to be had, this time in conservation.

I tried to get some subtle fog going in the scene, but the engine can only do height based fog and not distance-based. The depth of field effect replaced it, and I must say it looks better than what fog could have given me. It also had the bonus of making my sun look like it's glowing which is nice. The water got blurred a bit more than I would like, but there was no way around it. Still, it doesn't look too bad.

The post process volume I added in also gave me the control I needed to make the shadows darker, to reflect more realistic sunset lighting.

The terrain itself was a bitch and a half. It's pretty complex right now with different texture layers, height restrictions, yadda yadda, but it's looking good. It takes so long to save any material connected to it, that I literally will go and take a shower, brush my teeth, and it will ALMOST be done when I come back. No exaggeration there. It's almost as long as my build time, which is at a cozy 20 minutes. Not bad, i say.

Things to come:

1) Bryan is finishing up the concept sketches. I'll post em', probably over the next few days.

2) Rocks need to be added. Will probably have 5 models total, all zbrushed with super detailed goodness. I originally wasn't going to have any, as I didn't see any in the reference pics I have, but Bryan's concept sketch of the overall environment told me otherwise. Thank you Bryan.

3) Foliage needs some closure. Need to find a low poly solution for bushes, tall grass, and grass clumps. That will take some experimentation, as well as time.

4) Need to make background cards for trees, rocks, etc. Flat 2D planes in the distance that give the illusion of stuff in the background.

5) Remaining prop work: Plane, shack, grave, fallen tree, tree stump, dead tree, table stump. More stuff than I would like to admit. That's the bulk of my remaining time.

6) Make a final material pass on all things in the scene. I learned a lot about materials as of late, and still have yet to fully apply that knowledge to the scene. The water bottle sticks out the most in my mind.....

*Shoooooo. That's a lot off my chest. For now. I really have to kick some ass to get all of my portfolio stuff done by August, which is when Joe and I are moving to Chi-town. And yes, we ARE moving then. No more holding off :P. Words can't express how nervous I am about getting this all done. June is a busy month for me, as work will be hectic due to many new, busy movies coming out, as well as the fact that we'll be getting 3D movies at my theater. We will literally be blowing up. It's intense. Also then is the final trip Joe and I will be making to Chicago to look for apartments. On top of all that, I will be gracing Lexington, Kentucky with my presence this Wednesday and Thursday. I am VERY excite. Good people there, I say.

Oh and before I forget, Ross contacted me and asked me to make him a model for an upcoming episode of Civil Protection. Said model was completed today, and now he has a guy that can compile my models, so we're in business again. I'll make a post about the episode when it comes out, no doubt.