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Showing posts from October, 2019

MA Course Summary and Reflection

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In this project a static Pirate cabin environment, a weather particle system, an explosion particle, custom world aligned materials and fluid simulation in bottles were created. In addition, a water system with 7 different features, a Pivot Painter asset, a dust material and a dynamic game environment were created. It was learned that most of the game art trick assets encountered tended to begin with either blueprints, external rigging and animation or materials. They then utilised other animation techniques if necessary, such as particle systems for VFX and animation blueprints for physics animation. At the beginning, an experimental Pirate Cabin project was created to consider whether the animation techniques project was worth pursuing. Weather Particle using Niagara Particle system Explosion VFX Using Niagara particle system. World Aligned Rain Material  Bottle Fluid Simulation Finally, an environment was created showcasing the Water system with 7 modular

Final Environment

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Here is the final environment: After creating all the initial assets for the environment, I level designed and put the assets into place. I then set up the water system including adjusting the Gerstner waves on the ocean and the lake. I then put the river onto a spline following this Livestream tutorial by Zac Parrish:  https://www.youtube.com/watch?v=wR0fH6O9jD8 I was initially skeptical about lookup tables for post-processing but I decided to give them a go and they are amazing! I was able to get the results and the colours I wanted on the sand as well as the overall environment. Lookup tables are very easy to implement and give you a lot of control. You make all the adjustments on a screenshot of the environment. You then apply the same adjustments you made on the screenshot to the lookup table texture, import to UE4 and see the magic.  Here is the documentation:  https://docs.unrealengine.com/en-US/Engine/Rendering/PostProcessEffects/UsingLUTs/index.html Next, I