Saturday, 25 June 2016

FabLearn Conference at UCLan

This Sunday just passed (June 19th if you are reading from the future!) I was lucky enough to be able to help host two workshops, 'From Pen to Pixel to Plastic and Silk', as part of this year's FabLearn Conference (which you can read more about here!). 

The wonderful Bev Bush also hosted it, along with some great help from Charley Matthews and Chloe-Leigh Stott, so thank you! <3 Below are some pictures taken during the conference, which I'll talk through as we go along.

So we started off with a small demonstration from myself on how to use friendly plastic (which if you aren't familiar with are tiny plastic beads that 'melt' and become moldable in hot water). Nice and simple! Now onto the fun part...





Each person taking part in the workshops then made their own creatures out of the friendly plastic. It was so nice to see just how different and unique all of the creations were - not one person came up with the same thing! 

With characters created, they then moved onto Bev's part of the workshop - making an actual board for these characters to play on! So everyone designed their own board...




And here's when the magic comes in. Once the boards were done, Bev then took them over to her printer (of the magic variety, of course) and printed them onto silk. So now everyone had their own character(s) and a lovely board to play them on which can then be tied up with a string and taken anywhere. How cool is that? 

Here are some photos of the finished 'packages':





I had SO much fun helping out with the workshop and I cannot thank Bev enough for the opportunity (thank you again if you're reading this, Bev!). It was so nice to meet so many creative people from all over the world and to get to hear about all of the great things that they do. 

Bev also wrote a blog post about the event which you can read here if you're interested!






Friday, 10 June 2016

Berry Nice To Meet You

I have a bit of a 3D modelling kick at the moment so I've created yet another little guy! I'm going to talk about the process that went into making him as I feel I learned a fair bit, so I apologise in advance if this gets a little bit lengthy! 

First of all, here's a turntable of the finished model:


And as always, you can get a closer look at it via the Sketchfab link here

I had a lot of fun making this little one, though as I said I did learn some things, so let's go through that. 

First of all, his design is based on this character concept I created a week ago:


I aim to make my way through all 4 of the characters I designed, but I felt that this little one would be easiest to start with!

Now originally while creating the model I had two parts - one was his body, and the second part was his stem (which I had created with Maya's line & extrude tool combo). This worked okay at first, but after texturing him I noticed a pretty unsightly problem:


The area where I had stitched the two edges together weren't agreeing with one another for whatever reason, and so this very noticeable seam had appeared at their meeting point. His stem also looked darker than his body, despite them being painted the same colour. 

Realising that I couldn't fix this without just starting over, I made the decision to remove his stem and just create it straight from the body without having to stitch anything together. This thankfully solved the problem with no further issues caused. :)

With this out of the way I continued to paint our new friend until he was finished and ready to face the world!


Now my next step for this little guy is to check that all is well in UE4, and if so, then I'll begin to animate him. I'm quite excited about that :) and will of course be posting updates as I go along.

Thank you for reading, I hope you have a lovely weekend!

Friday, 3 June 2016

Snail Life

It doesn't really have the same ring to it, but I wanted to keep a sense of uniform between the two posts. ;)

This little guy is the next character I've been working on:




His 3D model is the same size as the slug I showed in my previous blog post, though has different colouring (particularly on his shell) so that it's easier to tell the two apart. Here he is: 


And as always, here's a link to the Sketchfab version so that you can get a closer look if that's what you wish to do. :) 

The next step after this is to put the two into UE4 and see how they look, so that'll be in the next blog post!

Thursday, 2 June 2016

Slug Life

Since my last blog post I've been spending some time working on some storyboards as well as 3D modelling a slug. I have a bunch of ideas for my playable written down but I work much better when I have visuals to reference rather than plain text, so I thought it would be useful to make some storyboards showing my ideas. That way I can look at them and get a visual idea of how it'd work, rather than having to make it up in my head every time I read the text. Here are the storyboards I've made so far:



I also made a grass and sand texture for when it's time to revamp my scene. Here they are (though please note I need to make quite a few more so that they can actually tile in more than one direction... :'D ):


I did do some development for these and so will be making a separate blog post with more details about that soon. 

And then finally here is the little guy himself: 


You can get a closer look at the model on Sketchfab by following this link. :)
 

Monday, 16 May 2016

High -> Low

Saving polys is important, kids and non-kids. This is something I really need to remember when making props. 

This blog post is basically about how I took my bridge prop from being high poly to low poly in a grand total of about 5 minutes. The best thing about this is that the bridge still looks pretty much the same. Here's a comparison:


 This is the high poly version, with a total of 1.1k faces (I know, I know :( ). 

Then this is the low poly version, with a total of 191 faces:


Now other than the shape of the bridge's posts, its more or less the exact same shape. Realistically I should have ensured it was lower poly to begin with, but that's a lesson learned for the future! 

Wednesday, 11 May 2016

Yo-Kai Watch

Something I felt needed a post of its own as it's pretty relevant to what I've been working on recently - Level 5's new* game, Yo-Kai Watch.

*I say new but it's been out in Japan for a while, though we only recently got the localised version in the UK

Yo-Kai Watch is a game in which the player befriends various 'Yokai' - spirits who cause trouble and various events within the real world while remaining unseen (for example hunger, negative emotions or embarassing tendencies). 

The reason I felt the need to write about Yo-Kai Watch is because of the way in which the inspiration is taken from the Japanese Folklore 'Yōkai' - "a class of supernatural monsters, spirits and demons in Japanese folklore. The word yōkai is made up of the kanji for "bewitching; attractive; calamity;" and "spectre; apparition; mystery; suspicious".[1] They can also be called ayakashi (), mononoke (物の怪?), or mamono (魔物?). Yōkai range eclectically from the malevolent to the mischievous, or occasionally bring good fortune to those who encounter them." (Thank you Wikipedia for that lovely description)

Here are some images of various Yokai, along with a trailer for the game:

 






Monday, 9 May 2016

UE4 Scene Development

With all props made and ready to go, it was time for me to start putting my UE4 scene together. How exciting! :D

I began by placing some trees into the scene (it's a forest so it made sense to start with them). I initially began doing this individually, so it took quite a while. It was then that I was introduced to UE4's foliage brush, and I honestly think my life has been changed forever.

What would have taken me a good hour took a matter of minutes (if that), and here's the result:


Not only is the foliage brush much faster, but it also provides a much more natural and 'organic' feel to the placement of trees. While I initially tried to make the placement as random as possible when placing them myself, there was still an obvious sense of organisation to the placement. The foliage brush is completely random and so eliminated that feeling completely.

It also allows you to decide on sizing variations. You input a minimum and a maximum size you want the meshes to be and the brush will spread out meshes between these sizes randomly, which is great for variation.

The foliage brush allows you to add multiple meshes, so I also did the same with both types of bushes that I made:
 

With trees and bushes placed, I then moved on to putting in other props - including a bridge.


I wanted the bridge to connect two pieces of the scene as it didn't make sense for it to just be in the middle of a pond. I made this happen by extending the scene out and having what is almost like a 'runway' up towards the Rock Family. The player has to cross the bridge in order to go and see them, so it isn't something they can just walk around or avoid - at least not if they wish to explore further!

Next I added various characters and dotted around some tree stumps which act as houses.


I wanted the rocks and little weeds to mingle so that the scene has a feeling of everything being united. I didn't want them to be separated, so I made sure to have parts in the scene where the two can be seen together, an example being in the treestumps above.

With these all placed it was time to start adding the finishing touches.

The scene itself felt a bit like it was floating in mid-air because outside of where the player walks, all that could be seen was sky. I used UE4's build terrain tool to create somewhat of a 'landscape' that I placed under my scene to give the illusion of mountains and more scenery heading off into the distance. This made the scene feel much more secluded and eliminated the feeling that it is floating in the air. 

 
The final change I made at this point was creating my own water shader (which you can read more about here) to try and tie the scene together some more. UE4's default water is nice but it contrasted greatly with the art style of my scene, so I had to change it. Here are some images of the updated water:



Then finally just to round things off, here are some final screenshots of my scene. :) 




I've also uploaded a video flythrough to Youtube if you'd like to have a look at the entire scene!