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Showing posts from May, 2017

Materiels in Unreal Engine

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I really enjoyed this lesson and found the process to creating the materials quite easy to follow along with. I already had some experience working with materials in Unreal but I learnt a few neat little tricks to expand my knowledge. In particular, I had always struggled with creating glass, but Pat took us through a very quick lesson on it to get me started, I didn’t think it would be so simple as adding a vector 3, 3 vector 1’s and changing a setting or two on the materiel itself.   I found that working with constant vectors was a new process for me and discovered how powerful they can be and to adjust certain properties through multiply and add nodes was very cool. I also had no idea about using grunge textures to make quite significant changes to a materiel, in particular making a bright and shiny metal appear dull and brushed or slippery looking floor appear look normal and dry. A lot of the changes were simple experimentation with basic nodes to get varying result...

Architecture in Space Marine

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Space Marine is a first person shooter designed by Relic and Published by THQ in 2011. A big part of what makes this game so great is its environmental design. Space Marine draws obviously and strongly from the Gothic era of archtecture. All throughout the game the player observes tall, spires and vuildings that resemble cathedrals and churches that reach toward the heavens and accept the light of day through their many windows.  Image retrieved from: http://vignette3.wikia.nocookie.net/spacemarine/images/2/25/Sm_psychic_scourge_2.jpg/revision/latest?cb=20111008091406 The reasoning for this is the same as in the days of old: to be closer to their God and to let His light reach them wherever they may be. Inside these buildings there are long corridors that stretch high up into the ceiling with and decorated with lavish ornamentation. What makes space marine interesting is their coupling of Gothic architecture with technology. Alongside these Gothic buildings the ...

Work has begun on the Artefact.

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Hello again people! After writing around 3 1/2 thousand words, I have finally come across enough information to begin work on my artefact and let me say I'm both daunted and excited! Designing the level has been a lot of fun but I'm also finding myself very challenged with things look realistic. So far I have designed the basic level and begun work on some trees. Here's a couple of screenshots of what I've been up to:  And if you'd like to read what I've written so far, you can get it here . If you have any comments or feedback, feel free to let me know in the comments. I'd love to hear from you. That's it for now!