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.

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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.

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

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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.

 

Western Client Project. Building Progress Update.

 

As stated in the brief; several burnt or partially burnt buildings were required within the town. I decided to create a small generic building as well as a partially burnt version of it, these buildings were base upon the one that can be seen in the photograph below.

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Burnt Building Rend

This is the partially burnt building rendered in 3Ds Max which shows the textures and the wire frame of the model.

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Generic Domicile

This is the undamaged generic building which could be a small domicile for example.

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Below is the diffuse and normal textures that I created for use in the UE4 game engine.

BBuild01  SaloonRen02

There is also an update of the saloon that I have been working on, all done and in our environment now, this shows the exterior of the building along with hand drawn signage that was manipulated in Photoshop to create a look that is in keeping with the period.

SaloonRen02Wire

Experimenting with adding interactivity to the environment

 

Adding some form of interactivity will give our environment a feel of what could be expected from a game of this type. It will also enable the group to experiment and push our creativity to further develop our skill sets.

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To start with, I added a lift type platform which is triggered to ascend when the ‘F’ key is pressed through the use of ‘Matinee’ and ‘Blueprints’.

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This could be a good way of accessing upper floors of the exterior of buildings.

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I also wanted to look at introducing hazards to the western town.

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To demonstrate this I thought that a collapsable floor that is controlled via a trigger would give an element of danger and surprise to some of the buildings and walkways.