Tuesday, October 30, 2012

Fall Week 8- Last Week of Modeling

I got a lot done this week in terms of finishing up all the main models for the scene. Added in all the doors and different trims, and got the ground pieces separated out. Trying to decide how I wanted to do the ground took me more time than I would've liked and kind of felt like I was going around in circles for a lot of it. I'm still a little on the fence about it, but I'm hoping that putting it in UDK this week will help me figure out how to do it.
Once I got everything I absolutely needed modeled, I had a little bit of time left over to add in some small assets. I'm really hoping that I can get a Thesis assist next quarter to make some more for me while I work on the textures because the scene just feels really bare right now. Part of that is due to the fact that there aren't any textures, but I'd really like to get a lot of smaller simpler assets done for the scene to help it feel more finished.



I just did some quick AO passes.  I know some of the details I have now will need to be baked down to normals which hopefully wont be too difficult since I still have copies of models when they were lower res. But that is something that will have to wait until next quarter since I will be focusing on setting up the scene in UDK, UVs, and my presentation for finals week for the rest of fall. Hopefully the import and set up in UDK will go smoothly as I took a little long than I initially wanted on the modeling. I'm also hoping to have everything for my final done early so I can knock out as many UVs as possible before the end of the quarter.

Luckily I am very familiar with the UV process (both new and old methods) so I'm not worried about that, it's just getting them all done as efficiently and as quickly as possible. The nice thing about having modular pieces is that I only have to UV each part once and then get to duplicate it as many times as I need instead of having to do the whole building in one set.

Time Tracking:
2h 00m Modeling
4h 00m Modeling
5h 00m Modeling
7h 00m Modeling
2h 30m Modeling
0h 45m Rendering
0h 25m Blog Post

21h 40m Total

Tuesday, October 23, 2012

Fall Week 7- Intensive Modeling

Once again I spent the week modeling. I added in a lot more of the details in terms of what I need for the profiles of the various pieces, and overall the scene feels a lot more complete.
I went ahead and took a little bit of time to throw in a quick sun and sky for some nicer renders for this week instead of just using screen shots like I have been. The shadows could be improved, but since my goal is put this in UDK, spending time setting up nice renders in maya, especially this early on, isn't really a good use of my time.
I added trim as well as the details for the side doors and window vents. I'd say I'm about 80-90% done with the base for the train station. There's a lot more pipes I want to work on adding in, but I'm going to be making a small modular set for that. I still need to model the doors.
I added some more architectural detail to the Lux and made some changes to the windows. I'm not sure if all the detail is necessary, but because I still have the old versions of the model it will be easy to scale back a bit if I need to. Aside from the signs and extra decorations I'd like to add, and finishing the doors and store front windows the models for the Lux are pretty much done.
I didn't have too much to change for McQuinn, and other than the doors and any extra decorations it is also done. I played around with making some scrap metal and stuff as covering for closed shops, but I want to wait a little bit before I really delve into making that kind of stuff. Mostly because I need to make sure I plan it carefully enough that I can use it in various places through out the scene. One of the major points of modularity is to reduce the number of unique assets so I want to make sure the boards and other scraps I make can be used effectively.


Of all the buildings, Tepton went through the most changes. I didn't like the feeling I was getting from the design of the side doorways so I changed facade quite a bit. I also modeled the details in the actual gates. If you look below you'll see (aside from the bad shadows I mentioned earlier) that I added in the train tracks as well as a special transitional piece for when the train passes through the actual gate house.

I'm really hoping to push through the last phases of the silhouette pass modeling this week so that I can start putting the level together in UDK and then switch gears to UVing in prepartion for next quarter.

Time Tracking:
0h 30m Gnoman Disk
1h 30m Organization
2h 00m Modeling
6h 00m Modeling
2h 00m Modeling
5h 00m Modeling
2h 00m Modeling
1h 00m Rendering and Set-up
0h 30m Blog

20h 30m Total

Tuesday, October 16, 2012

Fall Week 6: Modeling

Not much to talk about this week, spent the whole time modeling and making adjustments. Got a start on Tepton Gate and continued working on the rest of the buildings.




Time Tracking:
4h 30m Silhouette pass
8h 00m Silhouette pass
8h 00m Silhouette pass

20h 30m Total

Tuesday, October 9, 2012

Fall Week 5: Proposals, Doubt, and Resilence


Proposals
This week I presented my project proposal. Of course, now that I had officially pitched my project and was actually building it, I was noticing things that I needed to change all over the place. The day before pitched my project I was going over my design document one last time, when I realized I was trying to do too much. I had already eliminated my initial list of "wants" from my project, but I hadn't gotten rid of any of my needs. I wasn't leaving any room for cutting- and while I wanted to tell myself I could do everything, I knew that not allowing for scaling down if I need to was going to be a huge mistake. 

Doubt
Anyone who has ever worked on a huge project that they have invested a large amount of time into knows that there are always moments of panic, doubt, and fear. This was one of those moments.

Suddenly I felt overwhelmed, it was the day before my proposal was due and I didn't know if I would be allowed to make changes. How would I even make changes? I had done so much planning and things felt as though they were already permanently set in stone. I had already scaled down my idea three times, and I here I was realizing it was still too big. 

I spent the next day in a slump. Proposing my project to my class felt like watching myself dig my own grave. This was my thesis, everything I had been working towards at school was all leading me to this moment, and there I was setting myself up for what was surely going to be failure. 

Resilience

I walked home from the computer lab the night after I proposed my thesis, and spent the entire walk trying to  find a reason to have hope. I kept telling myself, "I can do this," but being more of a realist I knew there was no way I could realistically get everything I had proposed to do done, while keeping both my jobs, passing my other classes, and have it not look like trash.

But I felt stuck, and no matter how many times I went over the situation in my head I couldn't figure a way out. We get in trouble if we don't finish our thesis and in the past I have seen dedicated and hard working students be told that they can't cut(these were small things that did not jeopardize the overall project-as I have seen other students try and change their thesis entire in the middle of it which should not be allowed for obvious reasons) from their thesis at all and that they just have to work harder. In my mind not being able to make cuts is bad project management- but as students who are graded for our projects we also have to adhere to the decisions of our professors.

In the end I decided to do what I have always done in these situations, I decided to go down fighting no matter what. Maybe it was hopeless, but if that's my only option then it is the one I am going to take. so I picked myself up and jumped into modeling. 

Whitebox

I don't know if it's possible to be a realist and an optimist, but even though I felt the opposite I told myself I was going to figure this out.
My fake optimism paid off, because while I was blocking out my white box I suddenly conceptualized a solution. I say conceptualized because it was the same as the first time I pictured the scene except I had a knew idea. 


I realized that if I made the train tracks part of a tunnel way below further below the shops, I could not only eliminate some of the more worrisome parts of my thesis, but that I could easily cut them out all together if push came to shove and things needed to be done. Rather than being a train station it would simply become a subway/metro which was something I was initially considering at the start of my project anyway. The train tracks would not be visible because they are underground. I will easily be able to make a floor model for a central courtyard should the track need to be removed.

 I got to keep the basic layout of my scene which I was already dedicated to as well as trim off several assets that were required simply because I was going to have the station on a higher level. In terms of project management it was a perfect solution because it did not damage the overall outcome I was trying to achieve and did not require any massive changes to my plans. 

UDK

Once I had that finished, I was ready to bring it into UDK to test out the proportions. I was a little nervous about opening up UDK for the first time in almost 2 years, and spent a little bit of time just playing around with the interface before I even attempted to bring my model in. I was surprised to find that even though I was missing a lot of the more specific details about using the editor, I was still familiar enough to pick them back up rather quickly. Although, I will admit I was able to ask one of my friends for help whenever I got stuck on something so that made things a lot easier.

Things do not go entirely smooth either, as I immediately ran into an issue with my white box model when I brought it into UDK. When testing out the door size I had chosen to see if it worked, I discovered that the character in UDK was two grid sizes taller than what I gotten from my research. 

I was at a complete loss. I had looked at multiple resources on the web when determining that the character was 6uu(UDK Units) tall during my research. All of them had given me the exact same data for character height and grid set up, but there I was in UDK with a character that was very clearly 8uu tall.

At first I didn't believe it and double checked my maya files to make sure I had the right dimensions there, which I did. I double checked to make sure my geometry was translating to being the same grid size in UDK, which it was.  I made sure that I had UDK set to its default settings, and still nothing had changed.  I even went back to the resources I had gotten my information from and none of them said anything about why this might be happening or even mentioned that it possible would. All the numbers they said to use were the exact same as what I had used.

It looked as though I would have to adjust all of my scene's measurements, which I was prepared for since that was the whole point of checking in the first place but I had hoped that my research had been solid enough to prevent the need. But before I could do that I had to figure out just how tall the character was.

With the help of my friend, Ben, we made a mock character out of barrel assets and attached it to character in the game(the character it self would not show up even though Ben was  sure he had the right settings for it) and set up a camera to record it during game play so we could figure out exactly how tall the character was. From this we were able to determine that the character was set to exactly 8uu tall.

I was slightly distraught over the situation and the fact that I had apparently messed something up, and decided that there had to be something else I could do. So I did the only thing some one in my situation could, I turned to the internet. And as luck would have it I very quickly found my answer.

It turns out that the character is not set to the UDK default character setting of 6uu by default. Something which none of the websites I had gone to for research had bothered to mention. Luckily I found a blog that not only explained it, but told me how to fix it.

 All I had to do was go into the world properties and set the game type to UT game. Which was of course the obvious thing to do once I read it. 

I am so glad I decided to look into it further, because it saved me hours of work in terms of refiguring out the scale of my level.


And now that my character and world was set to the scale I had planned for, I was relieved to find that many of the dimensions I had chosen worked. However, I also found that there were a number of things I had also gotten wrong. 

The walkways I had made were far too narrow and completely unrealistic for the city scene I was planning. The height of the bridge as well as the depth of the train tracks was not deep enough. I also found that because the train station was now on the same level as the Lux and the Mc Quinn Outlets that it did not stand out as much as I wanted it to. So I decided to make it's structure larger overall. 

The image on the right is the whitebox model after I adjusted the different proportions. I brough the new model into UDK and found that it was a vast improvement. 

Silhouette Pass

I had actually planned for the majority of my time this week to be spent of trying to figure things out in UDK, but I got the hang of it so quickly that I was done after several hours. I don't like to waste time, so I got a head start on my silhouette models for the scene. Things are going really well now that I






Things are going really well now that I've managed to get back on my feet and I'm looking forward to keeping up the work!

Time Tracking:
1hr 00m: Whitebox modeling
2hr 00m: Whitebox modeling
2hr 00m: Whitebox modeling
0hr 30m: UDK Refresher
1hr 30m: UDK-Whitebox testing
2hr 00m: Whitebox adjustments
0hr 20m: Whitebox adjustments
0hr 13m: Checking adjusted whitebox in UDK
4hr 05m: Silhouette Modeling
2hr 035m: Silhouette Modeling
4hr 32m: Silhouette Modeling
1hr 49m: Blog Post

21hr 14m Total

Wednesday, October 3, 2012

Fall Weeks 3 and 4

Due to illness I'm going to be combining the work I did for week 3 and the work I did for week 4 in this post. I was so busy trying to keep things together overall that I just wasn't able to post during week 3.

Most of what I have been doing has involved fleshing out my design doc and finalizing my project plans.  A big part of which involved putting together an organizational chart of everything.




It's pretty intense as far as everything I need to get done and the order of it all. These kind of visuals really help me though when it comes to project planning so even though figuring it all out took me quite a while I'm really glad I took the time do it. 

In terms of the actual document I spent a lot of time touching things up and going into more depth with the details.

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Depicting the Scene: Time Period and Background
The environment takes place in a fictional dystopian future, where countries have reverted back to nation-state statuses centered around their gargantuan cities. This is a time where the very notion of the countryside does not exist, as life beyond a city’s limit is unsustainable due to mankind’s dependence on technology to survive.  Those who travel to a city’s edge will be confronted with nothing but the sprawling waste of land that was once lushly vegetative. Depending on their city’s location they may be able to spot the edge of a neighboring city-state just above the horizon in the distance. There is only one way to travel between each city state and that is to take one of the massive cable trains that spans the wastes connecting each massive city as traveling via plane is no longer desirable due to the destructive about of pollution that fills the sky.
Travel vie train, subway, tram, and so on is common and the main form of transportation not only between cities but within them as well. Each city is broken down into a series of districts or what are essentially even smaller cities that provide their own special functions and goods to the main city. All of which are connected by a web of various rail-lines allowing for people to move about the various districts as a part of their daily routines.
Depicting the Scene: Rasheem Commerce District and Valhiem Station
The Rasheem Commerce District is one of the many hundreds of districts that make up Durkheim City. Originally one of the wealthiest commercial districts in the entire city, Rasheem, like most, has decayed into one of the city’s largest slum districts.  Although it housed many local hotspots, most have gone or diminished over time, and the very economic survival of the district depends solely on the famous but barely functioning Valhiem Station.  And it is here outside Valhiem Station where the environment actually takes place. 
Valhiem Station
Because of its importance, Valhiem is to be the main focus of the scene. Located in the center with a line of rundown or abandoned shops and apartments leading up to it on either side. Just below and in the front of the station is it’s iconic iron bridge, which arches over the train tracks that lead to and from the station’s interior boarding zone. The strong vertical lines of the buildings lining the train tracks serve to lead the viewer’s eyes toward the station which features arching windows and roof tops that dominate the scene but also bring it together visually under the station’s central location. Valhiem Station was Rasheem District’s pride and glory and remained to be for decades after it’s original establishment. At the time it was built, it was on the cutting edge of Durkheim’s engineering technologies. The station’s disrepair, like so much else in Rasheem, stands as a reminder of better days that have long since past.
Mc Quinn Shopping Outlet and Lou’s Bar and Billiards
The Mc Quinn Shopping Outlet Houses several run-down boutiques with overhead apartments. Most of the shops left are either on the brink of having to shut down or already have due to the decline in business. The third level of the outlet houses Lou’s Bar and Billiards, one of the few places to have had an increase in business since the district began its decline.
Rasheem Luxury Apartments
Rasheem Luxury Apartment, better known as the Rasheem Lux, was the premiere place to live back when Rasheem was still a bustling city district. The Close proximity to the train station as well as to the Mc Quinn Shopping outlet made it the ideal for anyone who wanted to be on the up and up. Although it’s popularity as high demand housing helped it to stay in good condition far longer than any of the other buildings in the District, it has recently fallen into disrepair.  Several of the room’s floors have caved in, causing a good portion of the apartments to be closed off. Only half of the building is still occupied, only causing to its further economic downfall.

Tepton Gate House
Tepton Gate House sits directly across from Rasheem Station. It is an older building than the majority of the other’s in the district and relies on somewhat older technology to lift and lower it’s massive gate. Gatehouses were originally set up in many of the districts as a precautionary measure for pedestrians and the public in general. The gate is left in in the down position and raised whenever a train is approaching. Each gate was built with an automatic shut off mechanism for trains about to pass through in the event that a person had some how wound up on the tracks while the train was approaching. However, the constant need to raise and lower the gates lead to the need for frequent repairs and in the end most gate houses were either torn down or modified by having the gate removed all together.  The Tepton Gatehouse is one of the last true functioning gatehouses in the entire City of Durkheim.

I also got my final timeline together. Of course, from what I have learned a timeline is never final, and requires constant reworking and checking. But having something to adjust from the get go is a must.
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Production Timeline
Fall Quarter, Week 5:
Blog
Re-assess timeline, make adjustments if needed
White Box Scene in Maya
Bring White Box into UDK
                  Check Proportions to models and make adjustments where needed
Watch Videos on Lighting in UDK
(If time) Start blocking out lighting in UDK
Fall Quarter, Week 6:
Blog
Re-assess timeline, make adjustments if needed
Block Out lighting in UDK
Begin Silhouette Pass
                  Block out Major Models: Train Station, Mc Quinn’s & Lou’s, Rasheem Lux
(If time) Begin blocking out as many of the other major models as possible: Valheim Bridge Tepton Gate, Elevators, Building 5, and Stone Wall 1
Fall Quarter, Week 7:
Blog
Re-assess timeline, make adjustments if needed
Continue working on Silhouette Pass
                  Block out Major Models: Valheim Bridge Tepton Gate, Elevators, Building 5, and Stone Wall 1
                  Block out small Assets: Train Tracks, Lampposts, fences, signs
Fall Quarter, Week 8:
Blog
Re-assess timeline, make adjustments if needed
Talk to Marla about getting Thesis Assist
Finish up Silhouette Pass
Update UDK scene with Models
(If ahead of schedule): Begin laying out UVs
Fall Quarter, Week 9:
Blog
Re-assess timeline, make adjustments if needed
 ALL NECESSARY MODELING MUST BE COMPLETE! (Wants are not included in this)
Final Tweaks to models
Adjust lighting in UDK if needed
(If ahead of schedule): Begin laying out UVs
Fall Quarter, Week 10:
Blog
Re-assess timeline, make adjustments if needed
ENTIRE LEVEL MUST BE SET UP IN UDK WITH SILHOUETTE MODELS AND LIGHTING AND READY TO BE PRESENTED
Begin laying out UVs
Prepare for finals week presentation
Fall Quarter, Week 11:
Blog
Re-assess timeline, make adjustments if needed
Fall Quarter Final’s presentation
(If time)  Begin Working on UVs
Fall Break:
Re-assess timeline, make adjustments if needed
Figure out Timeline for Thesis Assist
Try and get a head start on UVs but remember to relax!
Winter Quarter, Week 1:
Blog
UV All major models
Winter Quarter, Week 2:
Blog
Finish UVing all major models
Begin Uving smaller assets
(If time) begin modeling to texture
Winter Quarter, Week 3:
Blog
Final Week for UVs
Model to texture: Train Station, Mc Quinn’s & Lou’s, Rasheem Lux, Side walks, Valheim Bridge, Tepton Gate,
Fix UVs
Winter Quarter, Week 4:
Blog
Model to texture: Elevators, Building 5, Stone Wall 1, Train Tracks, Lampposts, fences, signs
Fix UVs
(If ahead of schedule) start sculpting normals
Winter Quarter, Week 5:
Blog
Wrap Up Modeling To Texture
Fix UVs
Update Models in UDK
Start Sculpting Normals/Crazy Bump
Winter Quarter, Week 6:
Blog
Finish sculpting and Editing Textures
Begin Finalizing Lighting
Winter Quarter, Week 7:
Blog
Set Up Kismet for Elevator
Import Materials to UDK
Finalize lighting
ALL PHOTOSHOPING AND TEXTURE EDITING MUST BE DONE
Winter Quarter, Week 8:
Blog
Finish Setting up Materials in UDK
Capture Footage of Level Walk through
Start Rendering
Winter Quarter, Week 9:
Blog
Edit Level Walkthrough footage
Continue to Render
Start putting together Asset Sheets
Winter Quarter, Week 10:
Blog
ALL RENDERING MUST BE DONE
Make Final Tweaks to Assets Sheets and renders
Prepare for Thesis Final Presentation
Winter Quarter, Week 11:
Thesis Final Presentation

And the last thing I did was get one last concept drawing done for the fourth building in the scene.


Time Tracking
Week 3:

7h 00m Research
1h 45m Gnoman Disk
1h 30m Research UDK specific
4h 00m Planning Timeline
2h 00m Design Doc Organization
4h 00m Design Doc Organization
19h 45m Total
Week 4:
2h 35m Design Doc Description
5h 25m Design Doc Research Documentation
8h 00m Design Doc
 4h 00m Ord Chart
1h 00m Design Doc
2h 30m Final Timeline
1h 30m Presentation
25h 00m Total