Thursday 14 November 2013

EXP2 TRAILER


EXP2 FILE


LINK:


In this file there will be max folders under game/object/rudin_house:

1. Rudin_House: this is given max file when we started EXP2
2. rudin_house_before & rudin_house_original: This is rudin house that I re-modeled from given model
3. Rudin_house_rayfire: Model that I tested in class whether breaking works
4. Rudin_house-decay: Model with decay material and form changed after 100 years
5. Rudin_House_Break: This is my final max model with decay material as well as the break in crysis.


And there are two different levels designed for before and after 100 years. It's placed in game/level/EXP2:
1. EXP2k_100years_4 is the level designed for 100 years after Rudin House abandoned. On game mode, if you press "P" key, it will break the house down.
2. EXP2l_before_2 is the level designed for before incident. When you open this, please move Rudin house model placed in (1018.152 1367.609 394.0679) to (1090.502 1266.844 356.2255) before viewing.


Materials:
before model = rudin_house.mtl
100 years of time = rudin_house_decay

invisible ball = invisible.mtl

FINAL IMAGES


Final images of decayed Rudin House in crysis.













Interactivity



In terms of interactivity, I wanted to show Rudin House breaking into pieces and collapsing. This was achieved by using rayfire technique in 3ds max. When model is exported to crysis, entity can show the breaking by player shooting on the object. However since Rudin House is breaking by the abandonment, I achieved by placing basic entity of a ball with 0 opacity material. Then using flow graph, I have setted for the ball to drop on Rudin House when I press "P" key in game mode. 





The Event



To show the sign of human occupation, I have used objects like furniture, cars, fences and lights. 



                          BEFORE                             AFTER 100 YEARS

Crysis Landscape design






In designing landscape in crysis, I have chosen one area from EXP1 Island (Camera Position of 1122.63 1295.66 363.92) and continued to design for EXP2.

I wanted to create contrast between how it was and how it is when Rudin House is abandoned for 100 years. I firstly wanted to give contrast by setting different time of day. I made before as bright and sunny and after as dim and foggy. The next was by vegetation. For the before, I wanted to have less trees and more open at the front of house whereas after is looking like a forest.

Problems Encountered.
After designing landscape of both before and 100 years after, I have exported max models of original Rudin House and decayed Rudin House. After placing original Rudin House and opening level designed for 100 years, I found out that two levels were linked. It saved last position of brushes. Therefore I had to remember position for original house and decayed house and move it to position whenever I opened other level.

Original Rudin House position : 1090.502 1266.844 356.2255
Decayed Rudin House position: 1094.541 1271.37 359.8057

Position of house placed when not used: 1018.152 1367.609 394.0679



House breaking apart (Rayfire)




Problems encountered

As the final model, I wanted to show house breaking apart and collapsing. When I tried earlier following video tutorial, I noticed having big pieces gives more of exploding effect. Therefore I wanted to make a lot of small pieces so that it collapses down. However I could not achieve this as it would not let me export max model to crysis if there are more than 64 geometry.

Texture - Decayed Material

For decayed material, since my incident is earthquake, I wanted to express the crack and roughness through material. Concretes for wall, slab, column, and roof will mainly show the cracks, rough surface and water stain. Steel metal will show the rust and timbers will show the split apart as it weakens. 



Strategy Statement

The incident of the house being abandoned is because of earthquake. As ground shakes, Rudin House gets shifted away from original location, and base columns and stairs brakes. Rudin house tilts towards broken column and all furniture slides down.

Earthquake causes concrete wall, floor, ceiling and roof to crack and break into pieces, and as it breaks steel structure will also break along with concrete piece. Some concrete pieces will be broken away but will be hanging by steel structure. Glass materials will also be cracked away and will be fallen from timber structures.


As times passes, the area will become more like a forest with lots of trees and grass plants. Mosses will grow at the exposed surfaces like exterior wall of Rudin House.




Below is some of researched images:






Tuesday 22 October 2013

Week 4: Lecture Reflection

Today’s lecture was based on applying decay texture. Since my chosen house is Rudin House, I looked carefully at images of spalling concrete and old broken glass. Blending layer seemed very cool. I think I should use blend layer and have moss growing and find out way to show spalling concrete.  

Week 4 : Video Trailers


INCEPTION


At 2:00 of this trailer, I love how the scene shows building structure all falling to the ground. Some pieces are already on ground and as camera pans, one building just collapses to the ground. I think it’s very short but has impact.


2012

I think this trailer is great! It is very detailed in showing building collapsing. I think it’s amazing how it shows those fogs created after building collapsing and all those surrounding things affected by collapsed building. 


I AM LEGEND

One thing I like about this trailer is how it shows world when everyone is dead and only one man survives. I like how animals run around and how world is now so quiet and empty. 




LIFE AFTER PEOPLE

I think this is great trailer that shows before and after comparing and contrasting. I love the technique of how it shows clean and new building and then it flashes to decayed building with grown moss, broken glasses and broken structure of building. 



BLINDNESS

I like the environment/atmosphere created in this trailer. This movie is about city ravaged by an epidemic of instant “white blindness”.  People affected by this white blindness are all sent to one place and it starts to create “society of the blind”. I like the atmosphere of silence, cold and mysterious. 

Week 4: Blend Layer


I tried following blend layer tutorial. It did work but it does not look as good :( How can I improved it to look more realistic ? :( Maybe I should work on making images from photoshop more.

Friday 18 October 2013

Week 3: Lecture Reflection

From the trailers shown in the lecture, I sort of got an idea of how I want to make my trailer for EXP 2. Just like in "the day after tomorrow", I want to show both before and after. So in our case it would be now and 100 years later.

Week 3: Video Tutorial


This is what I have achieved from "Jointed Breakable Object tutorial"
I was awesome when fragmented wall was exported to crysis. I'm actually having fun with it !

Week 3: Model update



Above image is model in 3ds max with materials assigned.
Then model was exported to crysis. 


Week 3 : Reference Images







Week 3: Sketches


Thursday 10 October 2013

Week 2: Lecture Reflection

From today’s lecture, I loved video on “Hemeroscopium House”.  While I was watching the video, the only thing that I thought was that measurements must be extremely accurate to be able to fit one element to another perfectly. I loved how Russell told us that it was designed so that each element casts shadow and track around house. I just love this architecture !

Week 2: Material Research

CONCRETE

Concrete is made out of mixing cement, sand and gravel together. The lifespan of concrete will depend on the design life, the environmental and service conditions, and preventative maintenance practices. Design life would roughly be around 50-70 years. Concrete is widely used for making architectural structures, foundations, brick/block walls, pavements, bridges/overpasses, highways, runways, parking structures, dams, pools/reservoirs, pipes, footings for gates, fences and poles and even boats. Concrete can be damaged by fire, aggregate expansion, sea water effects, bacterial corrosion, calcium leaching, physical damage and chemical damage.


GLASS

Glass is an amorphous solid material that exhibits a glass transition. Glass are typically brittle and can be optically transparent. The glass used for windows and drinking vessels are soda-line glass which are made out of 75% Silicon dioxide, sodium oxide from soda ash and lime.
Glasses often corrode when they are exposed for prolonged times to moisture e.g. due to weather. Additionally, many compounds can either directly corrode the glass or act as an accelerator to the process. These compounds, such as sulfur- and nitrogen-containing compounds, can originate from air. Other compounds, such as alkalis, can leached out of concrete.  Corrosion can be often recognized by a haze or by iridescent opalescent layers on the glass.



MARBLE

Marble is a non-foliated metamorphic rock composed of re-crystallized carbonate minerals, most commonly calcite or dolomite. Marble is commonly used for sculpture and building materials.
Marble is susceptible to chemical weathering. Marble holds up better than limestone in both acid and unpolluted rainwater, but it will show signs of weathering in time. Water enters small holes in the marble at this point, worsening the weathering. This phenomenon is known as surface flaking.
Weathering is the natural breakdown of rocks into smaller particle sizes and different forms. Since marble is a metamorphic rock, the properties of marble and limestone are similar 

Week 2: Rudin House

I have decided to use Rudin House for my experiment 2. To begin with, I re-modeled it from 3ds max.


Week 2: Diffuse Map, Specular Map and Bump Map

I tried creating three different maps using brick mateiral. I have tried applying specular and bump map to cryengine and it did work fine however there was not much difference to it. I think it was because my 2d image of brick already sort of look like 3d.




In this week I have tried exporting three different materials to cryengine. It did not work at first time but I was able to solve it my using multi-sub material. Three materials are brick, concrete and marble.


Monday 7 October 2013

Week 1: Max to Cryengine

I previously had problem exporting object from 3ds max to cryengine. Therefore emailed Vinh (my tutor) about my problem and Vinh asked me to try just a single box, and it worked fine this time !! :)



Thursday 26 September 2013

Week 1: Three houses


Barcelona Pavilion

Barcelona Pavilion was built by Ludwig Mies van der Rohe in 1929. The building is used for the official opening of German section of exhibition.
Material used was high grade stone, tinted glass and translucent glass.


Rubin House

Rubin House was built in 1996 by Jacques Herzog and Pierre de Meuron. The house is located at the foot of a hill and has the concept of childhood memories evoking the image of house.
Material used is all concrete without eaves giving the impression of being one element.



House in Bordeaux

House in Bordeaux was built in 1994 by Rem Koolhaas. It was designed for a family of parents and three children with a purpose of balancing two parallel lives which was the family and one disabled person of the family.
Material used for architecture was cement and the contrasting glass and aluminum.

Week1 : 3ds Max to Cryengine


I did upto exporting 3ds max material and geometry to cryengine. Material seemed to be exported correctly however object did not export. Barcelona Pavilion folder was created under Brush>Object, however just as shown in above image, geometry did not export properly. I need HELP :(


Monday 16 September 2013

EXP1 FINAL: Crysis Free SDK folder

https://www.dropbox.com/s/sbch875praloz70/z3290915_EXP1.zip

EXP1 : Trailer


EXP1 FINAL : Strategy

STRATEGY
My letter and number for my island is K and 5. As mentioned in the earlier blog, the strategies are first of all terrain in a shape of K5. Along with terrain, I used vegetation, roads, water volume, shadows, texture and objects. I have arranged vegetation to create K or 5, used different texture to paint in K or 5, road path was created into letter and number shapes and water flowing in the shape aswell. Also, I have placed 5 of objects in one place. 



TERRAIN
(1:56 of trailer)



IN SCENE 1

(1:16 of trailer)

(1:14 of trailer)

(0:16 of trailer)

(0:15 of trailer)



IN SCENE 2

(0:23 of trailer)

(0:39 of trailer)



IN SCENE 3



(0:26 of trailer)



(0:26 of trailer)



IN SCENE 4

(1:45 of trailer)



IN SCENE 5

(0:41 of trailer)

(0:57 of trailer)

(0:58 of trailer)

(1:49 of trailer)

(0:19 of trailer)



IN SCENE 6

(1:31 of trailer)



IN SCENE 7

(1:20 of trailer)

(0:38 of trailer)

(1:07 of trailer)