Posts

Entry 5

Image
  Entry 5 Texturing was very difficult for me as I encountered multiple problems like texturing not loading, unable to export to Unreal or even creating the textures in Mixer. It was my first time using Quixel Mixer and Bridge to do texturing for assets so it took me a couple of hours of learning to do. After struggling for multiple hours, I ended up successfully texturing my models and was happy with the results. Fountain textures Streetlight textures Fallen Building textures Road texture I didn't know how to make the lines on the side so I followed a tutorial on how to make roads in Mixer for this asset. Roundabout road texture Making a circular road was difficult to make because there were only two circle textures and I didn't know how to make textures bend, so I just added circle and hid the middle circles. It's not the greatest but I couldn't find another way to add a circular road.

Entry 4

Image
  Entry 4 I made some of the high priority assets in Maya and finished UV mapping the assets. I don't have many assets in my environment so I finished the rest of the assets and then texture them with Quixel Mixer. The assets for cars and rubble are downloaded from Quixel Bridge because modelling cars were difficult and so was rubble. The stores aren't included in my vertical slice so I left them out until the full assignment. Fountain asset Streetlight Asset Fallen building asset For this asset, I messed around with some effects and found the shattering effect which shatters the model. I used that to seperate some pieces to make it look broken. Cars asset pack I found this pack in the Unreal marketplace to help with my environment. Rubble assets pack I stumbled upon this while learning how to use Quixel Bridge. I later used this on my environment.

Entry 3

Image
  Entry  3 The image below is a rough sketch of what the outdoor environment will look like. I took inspiration from Honkai Impact and added a fountain in the middle and a roundabout area with stores surrounding the place. There's a fallen building that blocks one of the roads and cars are on the other roads. There are also street lights that are there to light the area up. 

Entry 2

Image
  Entry 2 The three ideas of worlds I have are: Apocalyptic world (Nier, Resident Evil, Dying Light), Modern world (Yakuza, Persona), Fantasy world (Genshin, Zelda BOTW).  For the apocalyptic world I want it to be based off cities like the ruined city from Nier or Racoon City from Resident Evil. Modern world will just be a regular city. The places I was thinking was Tokyo or Shibuya for the environment. Fantasy world is based off games like Genshin Impact or Breath of the Wild. 

Entry 1

Entry 1 What is a game engine? A game engine is a software that helps developers to create environments using a framework and multiple toolsets. Game engines have multiple settings and configurations that developers use to create a realistic environment that can be interacted with by the players. Game engines are useful to any creator because they are able to imagine a game and be able to create it using any game engine software and render all sorts of models that they think of. They also create sounds that fit the environment of the game, animate movement for characters and use physics to add realism to the game.  Reflection on my experience of Unreal 5 Unreal engine is completely new for me so it was overwhelming when I saw the interface. I created a third person game example and the first thing I tried to figure out was how to move around and how the camera movement works. The movement was a lot more different than Maya but some features were the same. I played the game and move...