Sunday update 8/3 -15

Since the level is going to feature two characters, it has been apparent that while one of the characters have been featured, a.k.a the Inventor, the other has not. That character is the main character, the Robot.

For the Robot, a basemesh was created in Maya that was later exported to Zbrush for details and texture with polypainting. The highpoly was then exported to Xnormal where a normal and diffuse texture was created, with clean-up in Photoshop and creation of specular map.

Robot_nontextured Robot_textured

Rigging and animation was done as well for both subjects. The Robot has two animation sequences, walking and an idle. The Inventor has only one. Rigging was done in Maya.

Friday 27/2 Update

This week has been spent getting the rest of the 3D assets done.

The house is mostly done. Some lack of details in certain areas and the textures aren’t the best they could be. I am thinking of adding secondary textures to the building to get a more unique look to each texture, but that is something I will consider later if I get time left over (which I probably won’t).
I’ve made 3 more textures in substance for the house and game level. The textures aren’t that visible on the house but they are working quite well in the game engine. I reused most of the wood panel texture to create a painted wood texture that is used on the white parts of the house.

I textured the mountain using layered shaders. When I textured the mountain I realized I had a bit too little variation in my textures but since I have less time now I can’t really make original textures so I just used CrazyBump to generate 4 more tiling textures.
I UV mapped the entire thing and painted the masks in Mari. I used 2 UV sets, one which the masks used and the other that the tiling textures used.
The result from using this workflow gave a more organic look and was quicker than the way I had textured the foreground. Unfortunately I can’t really make any changes to the foreground as I’ve rendered more than half of the frames and it would take too long to re render.

The background matte paint is starting to near completion. There is some work to be done on it and I hope to get most of the details in place this weekend so I can just make minor adjustments to it later.

I’ve also made a smoke simulation for the chimneys that is almost done, I just have to add some light and wind to it and then I can render it.
Materials Cliff_comp


Work on the Inventor character is finishing up with only some fine-tuning left regarding the texture maps which were created using Polypaint in Zbrush and later extracted with Xnormal using its native bake highpoly vertex color tool. The specularity map was also created the same way. Some back-and-forth was also required to fix small errors and problems in the mesh. Animation and rigging has been put on hold til most of the texturing work is done, while a rig does exist and can be used and skinned quickly.

DiffuseSN Untitled-1


With the assets, work has been done on optimizing them to save geometry and the following shading issues that occured due to the optimzation. After that, work has been focused on creating normal maps using Zbrush. Work that is left is lighting and shading on all assets.

Friday 20/2-15 Production Update

For this update, the focus has been on finishing the main NPC, a.k.a the Inventor, both the high- and lowpoly using Zbrush and Maya as tools.   While some more details are needed on the highpoly to create a better normal map (cloth textures, seams etc), we felt it was necessary to create a lowpoly model as well and test how the animation would work in-game, which worked quite acceptable.


Highpoly version



Lowpoly version( without normal map)

Adam’s part:

This week I worked mainly on the matte painting and finishing the house model.

The matte painting is slowly progressing and getting better. I did a bit of photobashing to get the values I wanted and painted the shapes of the landscape. There is still work to be done on the matte painting but most of it is just details that will be added with more photographs.

The foreground is pretty much done for now. The foliage is paint effects and is animated. The ground became a bit flatter than I anticipated but it will have to do for now. The lighting on the grass is the lighting I am going to use on the house as well, I just didn’t have time to add the proper lighting to the house yet.

I tried rendering the grass at 1080p 32bit and It took about 20 minutes per frame so during 1 night I rendered about 50 frames. I am planning on rendering 500 frames. I will have to render on multiple computers to get it done in time.

I am pretty sure I am behind schedule but at the same time I fell like all the hardest parts of the project is over. At this point most of the upcoming things to do are straight forward and easier to do. The house mainly needs to get UV mapped and then the textures that I’ve made using substance can be applied. I’ve made ground and foliage so I’ve learned a process so I can make it much quicker for the middle ground.

I was kind of dreading using mia_material as a shader earlier this week but I think Maya 2015 view port 2.0 has been improved so it’s actually possible to see what the material will look like in the viewport. So I could pretty quickly turn my textures for UE4 work in mia_material.

matte_painting_test grass_evening grass_day

So far with the the worldbuilding, we have finished up all the base meshes and corrected the scale and decided what needs to be Zbrushed. in order to generate Normalmaps, which is currently being done.

We have also updates our Whitebox with all induvidual assets in order to have more control over how large the room would be and how to place our assets.

The scale is pretty much done, so is the changes to the project we had to do in order to get everything to work.

we encountered an issue with rotation from maya into UE4 which we are looking into during the weekend.

Next week will be focusing on shading and material creation for both the character and the assets, together with lighting with Adam.


Here you can see how the scale will be, The extremly high roof is to give it a massive feel, with the main lightign from the windows.


Up from a corner in the room; the room is quite large, since we wanted to avoide the room feeling to shut-in. The only basemesh we lacking at the moment is pipes going throughout the room.


The massive Bay-Windows; the matte painting that Adam will create for our outside will be fully visable from this window, However the path to the window will  be obstructed by assets since we want to control the field of view of the player.


Production Update

We had to make big changes to the whole project earlier this week due to feedback which included the rebuilding of key aspects, which meant that we had to rearrange our schedule to accommodate for fewer animations, no voice-acting and more focus on asset creation and environmental immersion. This meant that this week’s focus have been on creating basemeshes for all the assets that will be present in the final level as well as modelling the characters, mainly the main NPC a.k.a Inventor:

Inventor Inventor2


Basemesh images:

Book_Shelf Cooffie_Table Couch Drafting_Table Walls_Balcon


The next step is to take the basemeshes into Zbrush for normal map creation through addings details such as wear-and-tear.