Thursday, 30 November 2017

Arcade Creation

Using the environment sketches I created earlier as a guide, I put together the arcade exterior building using unreal blockout pieces, then applied appropriate materials to get across the look and feel I was going for.



For the interior, I again worked from the sketches, but extended the width of the layout adding more avenues. I downloaded an arcade machine model as a placeholder to enhance the feel of the blockout.





As you can see below I added extra characters into the scene to make it feel more alive. Instead of creating new animations for these characters, I used the blueprint system to control the joints in a randomised manner. The code used can be seen below.





To add some interaction and player choice, I created the direction decision at the entrance.

The blueprint logic is shown below.



A different scene plays out depending on which choice the player makes. The fuzzy transparent material is custom made and is made to represent the possible choices the player has.



Thursday, 16 November 2017

City Streets Creation

 When creating the city exterior shots, I started with the outside area by the arcade, which is what I depicted in my original sketches.

I used unreal primitives to block out the area, then added skyscraper materials that I had created, to enhance the look and feel I was going for, so that it wasn't just all grey blocks.



After this, I decided that I would like to extend the driving sections of the cutscene, so I created extra city streets for the bike to move around.


I added in street lamps and a wet road material which I had created to add more dynamic lighting and reflections to the scene.


And finally I used a post process outliner to give the whole thing a futuristic neon wireframed look, the material function for this can be seen below.