Sony Walkman WM-10

Modeled in 3Ds Max, Vray and Photoshop. 

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Degree Show Flyer Design Idea.

To promote the year 3 degree show that will feature the works of games design, web design and animation, the group was put into teams that were responsible for various aspects of the degree show set up. I was on the team that was responsible for branding and promotion; as well as having ideas for the logo design, I also produced two contrasting flyer designs that were to promote the event for the public showing.

First I did a simple, yet to the point design that featured mainly text and a small map to direct people to the event.

Design_01Although this design was liked by the majority of my peers that I showed it to, our tutor suggested that a more visual design that somehow promotes what we do and hopefully grabs peoples attention may be a better route to go down.

I started to do some research into flyer design on various sites; including the ones below.

Creative

Pin

 

During my research the design below popped up several times and really caught my eye; it was this design that inspired and influenced me to create my design.

lovejoy

Find this and more of their work at https://www.behance.net/andersdenkend

To get a 3D feel to the flyer I used 3DS Max to model a scene that would be familiar to video gamers as well as people who are interested in digital media.

Max Flyer Scene 2In this scene I set up a landscape and the models that would be part of the flyer scene. Then I added a target camera and a three point lighting rig to produce a good quality render.

Max Flyer SceneThis is the camera view of the scene.

FlyerRenderThis is a render of the scene at 4K resolution.

Design_03jpgThis is the end result that had the logo (designed by Hayley) and text information inspired by the Lovejoy flyer added to it.

Although this flyer was not used to promote our event, it proved to be a good source of research and development for myself.

 

 

 

 

Jonah: Using Apex cloth PhysX.

In our western environment, we wanted to try to  achieve the look of a real western town. During our research we noticed that large hanging canvass signage was a major way of advertising and promoting of businesses and such. Although I had used cloth before in previous projects, the move to UE4 meant that I had to download the Nvidia PhysX plugin and learn how to use it with 3DS Max, as this is the only way to achieve real time cloth physics that react to wind and gravity in the UE4 engine.

JSign03

This is the general appearance that is achieved with the cloth modifier, the Apex clothing modifier is added to a mesh which is then weight painted in order to determine the scale of movement that the forces of wind and gravity will have upon the mesh in the UE4 game engine.

JSign04

Here is the three textures that were used to create the material for the sign, opacity mask to give the appearance of rips and tears in the fabric, the normal or bump texture and the diffuse texture.

The Last Resort: TV Wall Asset

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.

TV03

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.

The Last Resort: Building up the area outside.

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.

TR001

Here is a render of a few of these structures that I assembled in 3DS Max.

oUTSIDE01

And this picture shows the development of this area in the game engine itself.

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The Last Resort: Exterior Development.

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.

Screen Cap01

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.

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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.

 

 

The Last Resort: Development Progress.

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.

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This shot shows some assets that populate the bar area as well as the tables.

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This angle shows the area directly opposite the bar, and gives a good view of the floor space.