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.
In order to get an idea of scale for the Last Resort environment, I produced several blockouts and studied photo’s and the movie itself in order to get as close as possible to the sizes and proportions.
The first block out gives a good indication of the space that The Last Resort occupies and shows me the space that I have to work with.
Adding a few table and chairs and silhouettes of people gives the block out a feel of what I will be aiming to achieve in the final product.
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.