Perhaps the main feature of the Last Resort is the TV wall that is situated on the back wall. I felt that having this playing a video in real time would look really good. Originally I intended to have the actual video that featured on the screens in the movie to be playing, but I have been unable to determine what these videos were. I may create a video montage of my development work to be playing during game play.
This is my TV wall asset rendered in 3DS Max, to achieve the look of the one in the movie I created it as a multi-sub object with two material channels; this allows me to place an image or in this case an .avi movie clip on one channel to represent the screens and a gloss black on the other to represent the boarder space between the sets.
Upon my decision to build up the area directly outside of the Last Resort, I have gathered some images that show limited views of this space. Through these photos I have been able to roughly determine what some of the small stall type buildings and other structures look like and where they are situated.
Here is a render of a few of these structures that I assembled in 3DS Max.
And this picture shows the development of this area in the game engine itself.
Although I wasn’t initially going to model the outside of The Last Resort, I thought that including the exterior and a small section of the street out side of the building would give a more flowing and immersive atmosphere to my project.
This screen capture shows the exterior of The Last Resort as well as showing that the town in which it is located (Venusville) is in fact in side an excavated void on Mars.
This is an in engine view of the exterior of The Last Resort which is still very much work in progress, the textures need tweaking a little but the most important thing that I need to get right is the lighting. There needs to be more of a red-orange Mars like glow to the environment, which is show in the movie.
With only around six weeks until our degree show, I am starting to populate the interior of The Last Resort with the assets that I have and still are producing, as well as creating the textures and materials that will give them a realistic appearance. Below are two in engine (UE4) screen shots showing some areas that will be familiar to people who know the movie.
This shot shows some assets that populate the bar area as well as the tables.
This angle shows the area directly opposite the bar, and gives a good view of the floor space.
For the bar area of The Last Resort, I have gathered some images from the internet that are not shown in the movie itself. Some of these have allowed me to see some items such as bottles and drinking cups closer, this in-turn will hopefully assist me in recreating accurate models and textures for use in UE4.
The game engine I initially chose to build my project in was UDK, but I have now chosen to move over to UE4. This will allow me to create a more realistic looking environment as the materials and lighting effects in UE4 are a lot better than in UDK. The way that the materials are put together are a little different in UE4 and allow more control over the types of effects and finishes that are possible. This has led me to do quite a bit of research in to the use of the Roughness and Metallic nodes in the material editor as well as the use of RGB Roughness Masks which allow the roughness control of different areas of the same texture sample.
After creating a block-out of the environment; I started working on some of the many assets that fill The Last Resort which will give it a used and lived in look and feel. The first of these are the futuristic looking (in 1990) tables, chairs and bar stools. I was unable to find any decent reference images of these, so I resorted to watching the movie and freeze framing when the tables, chairs or bar stools where in clear view.
Wireframe render of the assets.
A render showing in-Max materials applied to the modeles, next step will be to unwrap and texture for use in UDK.