Thursday, 14 November 2013
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
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 !
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
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: 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.
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 : 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)
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