Monday, 10 November 2014

Speed tree - rain - sounds - lighting

So I have recently been playing around with Speed Tree and particle effects, I wanted to create something quickly to add into my environment as a silhouette the player would not be able to see the tree, thus making it a really cheap effect.


http://www.speedtree.com/

The top picture was me sorting out the lighting again, making it look foggy the further away you were from the scene.

I decided to make the outside look rainy/stormy to add more mood to the scene. I used speed tree to quickly get some trees out as, I just wanted black silhouettes of the trees to draw moving shadows into the hallway.


Wednesday, 5 November 2014

Alpha presentation

So today we had our alpha presentation milestone, I managed to get quite alot done for alpha but there was still a huge way to go for completion, in the presentation I talked about the changes I made within the scene and why, I wanted a main piece for the room but then decided on lots of little pieces to make a story for the room. I also added a mirror into the room to reflect the body bag that would be implemented later on.

I also experimented with lights I know I have a long way to go but i'm still trying to figure out the best way to light the scene to show things off.



Unfortunately I cannot find my alpha cinematic but it was shown on the presentation day to the class and tutors.

But I did find my blockout show reel which contained my alpha Environment.

https://www.youtube.com/watch?v=CCKOHZ_exj0

I have also added outside ambient sounds like rain to make it sound like there was harsh weather outside.

Next I will be working on making high polies of assets, and then texturing!

Tuesday, 4 November 2014

Lighting - making the environment more spooky (atmospheric)

So I've just played Silent Hills: PT and I'm in love, I really want to make a horror theme with my environment, so now I am playing with fog and lights.




I have changed the lighting and have had a few ideas that I wanted to do the environment - I wanted to make a spooky environment to achieve this I am thinking of having a human hung up by a rope/cloth with blood dripping down from his head (replacing the chandelier from the 2nd room).

The lighting will change in the 2nd room, Candles will be lit on the tables on the sides of the room.

Monday, 3 November 2014

A little more progress on my environment



I am quite ahead of myself now and have put down some of the major points of the hallway, still needs alot more polishing but hey I can see where this is going now.

I am still playing a bit with the lighting, need to fix some some of the light maps, finished off the hallway for now and will begin working more on it later but for n and going to start working on the main room.

I will begin working on the outside after, I am planning on having rain, trees and some sort of fog effect.

Monday, 6 October 2014

Visualizing the blockout

So this is just some quick planning, tying to put props into the room to start visualise what is actually going on, a starting point.
I have not started uving or anything yet, just want to get the right mood and all the props in at the moment.

Here is the block out video

Plan brainstorm for my project


After picking my chosen references I decided to go further and make a top down Birdseye view of my planned environment, would be easier for me in the long run.

Here is my idea of the scene a long corridor leading to a room where a murder has occurred, blood leading to the room will help guide the player down the corridor and into the room as I decided not to put the room straight at the end of the corridor but I intended to make the player turn and go into a room.

Chosen references for project


So after a while of researching the Versailles and french architecture -  I chose these 2 references.

Here is the Grand Trianon hallway which will be connected to E-23: French dining room of the Louis XIV period.