As well as creating a part of Hashima Island’s architecture which is to be re-visualized as it was 40 years ago, I also wanted to add an interactive element to the environment which would enable the user to receive information both about the history of the buildings and of the people that once called Hashima their home.
To achieve this I added a flat plane as an Interp Actor which then enabled the plane to be animated in Unreal Matinee which was triggered using a hidden trigger. Once the trigger is toggled the Matinee sequence starts and the plane which displays information about the building is brought into view.
Using Kismet to control the triggered animation sequence also allowed me to add an accompanying sound to indicate the beginning of the animation.
In my self-Initiated project in which I am recreating a part of Hashima Island: buildings are the most prominent assets and therefore need to be recreated as authentically as possible. To do this I had to practice and re-practice my texturing techniques in Photoshop as well as my un-wrapping skills in 3Ds Max. Also because there isn’t many colour photographs of Hashima Island from the period that I am recreating, it has been a bit of a guessing game recreating the textures.
I think that most of the textures work well and I am relatively happy with the results given the short period of time it has taken to achieve them.A view of the school, appartment block 65 and the hopital in the UDK engine.The re-created school entrance that once greeted the pupils of Hashima Elementary School.
Here is an asset that will help to populate Hashima island for my self-initiated project. There is a lot more work to be done for this project yet, I am currently working on one of the main buildings that occupies the initial are that I am recreating.
Click to view in 3D!
For the texturing process of my project, I am initially using photo textures as I do not currently poses the skills to create my own. I would like to incorporate my own hand drawn textures as this will be useful to create unique textures that are not available elsewhere.
Jamin Shoulet is a 2D/3D artist and designer that has worked in the industry for the last 18 years and has worked with various companies which include Blizzard Entertainment where he worked on the 2D and 3D textures for World Of Warcraft.
Below are two very good texturing workshop tutorials in which he shows how to create some realistic looking textures such as stone, wood, brick, moss and even crystals.
Although I have recently been working on our year long group project, in which I have learnt quite a lot about asset and building construction within 3D design software; I would like to take this process a step further for the Hashima Island project by learning how to create a broader selection of models to give a more in-depth and realistic experience to the viewer/user.
One of my favorite adventure games is the Uncharted series, since the first episode of the game was released back in 2007 one of the main features of the game that really stood out was the levels of detail within the surrounding environments. I looked up some of the designers of the Uncharted games and found a good article on the Naughty Dog website that gives an insight to the design and production process that takes place when designing a realistic 3D environment.
To get a better understanding of how and why the buildings of Hashima were built, I have recently watched the recent BBC Four season of post war modern architecture. In particular the two part series (Bunkers, Brutalism and Bloodymindedness: Concrete Poetry with Jonathan Meades) gave me a good insight in to the design and the practical function of the Brutalism style of architecture that can be seen on Hashima.
Trellik Tower (1972) is a good example of the Brutalist architectural style.
Image from here: http://www.best-london-attractions.co.uk/trellick-tower.html
Many of the buildings of Hashima date from the 1940’s -1960’s and feature a similar style.
Image from here: http://gakuran.com/gunkanjima-ruins-of-a-forbidden-island/
To get an idea of the scale of the island I have done a quick block out to show the approximate sizes of the buildings and their position to each other.
This block out will also give me some guidance towards which portion of the island I am going to focus on in order to create a highly detailed environment.