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Particles effects in games.
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the game Infamous second son uses particle effects really well to convey the power of the super moves in the game. For example, for the first super move it uses particles to look like fire and ash and smoke.
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Unreal engine real time animation
Unreal engine is used for very high quality animations. For example, the series on Netflix, Love, Death, and Robots is animated primarily using unreal engine:
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Final Map development
The player spawns at a ladder which they climb. The path is blocked by a cube. This is where the player learns that they can grab crates.
Next is a path blocked by a large rock which has a gap at the bottom, this is where the player learns they can crouch.
The next ladder goes up to the cave, which is dark and shows the player they can use a torch.
They can then use the crates in there to solve the simple puzzle by grabbing them and stacking them up.
They can use the boxes to stack up and get to the key to open the door
I have also added water outside the cave so that if the player falls, they will be teleported back the the start of the level.
Finally, I have added rocks and wooden planks around the cave for decoration
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UV and texture problems.
I couldn't import the object to Unreal since the object used multiple different materials. To fix this, I imported the many different materials into photoshop and combined them.
For example:
The normal maps were split into 4 different images:
We fixed it by setting the layers to overlay and overlaying them on top of each other.
The problem I had with overlaying the layers was that the lines for the wooden planks were laying over different parts that I didn't want them to go over like the wheels.
I fixed it by selecting it and pasting it on top of everything. I also made some layers invisible to prevent the wooden plank lines from crossing.
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Emotional Impact in games
In Silent hill 2 Remake:
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Here, the soundtrack is eerie and low pitched. It matches with the environment around the player and perfectly shows how the developers wanted the players to feel in that moment. You wouldn't expect an upbeat soundtrack in a scene like this or for a horror game. The ambient noises in the scene also make it better. You can hear water dripping from the cieling and boards creaking as they move around. It also guides the player in the right direction without breaking immersion when the floorboards fall down and you can't pass. The player can tell when they have gotten something right when the game plays the higher pitched, more positive sounds. You can see this when they put the right objects in the right place in the jukebox in this puzzle:
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In contrast:
A game like Super mario would have a cheery soundtrack to motivate the player as they move through the levels:
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When they pickup a coin, hit anything, or interact with anything in the level, is will usually play an upbeat sound effect or jingle like the high pitched "ding!" when the player collects a coin.
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Paint layers. Quixel Mixer
I wanted to add shiny bolts to the side of the minecart.
Luckily there is already a preset hexagon shaped brush so it's really easy to make a something that looks like a bolt
I can also put the metallic opacity to 1 to make it really shiny and reflective.
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Using materials to paint. Quixel Mixer
I want to make the edges of the chest a dark metal texture so I have added one under the wood.
the through the wood a bit:
So I changed blur underlying on the wood to 100%
To paint with the metal onto the wood I right click the wood and add a paint mask:
this now allows me to paint the layer below onto the layer above
Some of the edges were difficult to paint onto without making it look uneven and overlapping onto other faces. To fix this, I went onto the UV map and erased it off there.
Here is the completed chest part of the model:
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Using Quixel megascans to texture models.
To texture my model I used the quixel megascans and the paint layer. Here are the quixel megascans I used:
When I first apply the wood material, it appears stretched on the model:
When box projection to tiling I can choose how small each tile is with the repetitions X and Y. I can change the offset to reposition the texture and rotate to rotate the texture.
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Importing models into Quixel Mixer
I imported my model into Mixer by going to type > Custom model.
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What is Quixel Mixer?
Quixel mixer is a free industry-level tool used in 3D modelling to texture the models. In Quixel Mixer, you can paint materials directly on to the models.
Here is an example where it is used in industry: Creating Intricate Materials Using Quixel Mixer
UV maps
UV maps are the faces of the model flattened so the can be textured. I will be using Quixel Mixer to texture my model.
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Chest progress
here is my model for the brief finished without the UV. For the UV, I will either export it from maya and and make it in photoshop or I will try quixel mixer.
To make the minecart object, I first used 4 cubes and resized them each to make this shape:
I then used boolean to union all the objects, then I used boolean again to subtract a smaller cube from the joined parts.
I then used the flare tool under Deform > Nonlinear > Flare:
For the wheels, I used a cylinder which I extruded in the middle then used boolean to subtract smaller cylinders to make holes.
To make the pieces of coal which sit around the the chest inside of the minecart, I just beveled different edges of a cube and duplicated it. all the pieces of coal are the same object but with different rotations to make them look different.
To make the bottom of the chest, I did the same as what I did for the minecart (used the flare tool after using boolean on a cube to subtract a different cube). For the lid of the chest, I extruded half of a cylinder and then divided it in two and cut 2 lines on each side of the cylinder.
I then made it taller and deleted half of it and filled in the bottom by using the fill hole tool after double-clicking on one edge along the bottom to select all the bottom edges.
I then selected the faces on the edges and extruded it to make a thick edge
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Unreal engine Niagara particle system
Add a niagara system
2. add an emitter
3. we can now start changing settings to create the particle we want to create.
Adding a new module using the plus on the right lets us add things like spawn rate which modifies how the particle looks.
we can change the spawn rate using the details panel on the right.
using scale colour we can change or randomize the colours which the particles are.
We can do the same with the size of the particles as well.
we can make some really cool effects using a random range on the size
We can also replace the 2d sprites with 3d meshes
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Ladder
I want my player to be able to use ladders, for this I used this tutorial I found.
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