Skip to main content

Final Major Project [Post 13] ~ Pretty Glowy Things

 This week I have mainly just been finishing off everything and making sure everything looks good, I redid the walls in the hall to be more efficient, and made a new texture for the lower part of the walls. Every time I looked at the brickwork on the hall walls I just felt that it never really looked right, I was happy with the normal and specular but not the diffuse. I painted over my diffuse to make it less saturated and more of a brown colour rather than grey. This has made the room feel a lot warmer in my opinion and it compliments the new wallpaper in the seated area quite nicely. I am quite happy with this room now, but I feel that maybe it needs more things in it to make it less empty. 

I have been researching a lot about animating a glowy material for my logs and embers in the fireplaces and I finally found a solution. Most of the techniques I found previously, required a matinee animation and I thought that there must be a different way to do this, as I have seen animated materials before, but have never known how to create them. I want to prove that I can do other things, I already have a lot of matinee animations, and I want to learn new things. I finally figured out how to get the look I wanted without using matinee, but instead using sine nodes. It doesn't look exactly right, as all of the glowing is pulsating at the same time, but I am happy with it for the moment. If I have some extra time after completing everything else I want to do, I will look more into this. 



One of the big important things in my level is the stained glass window, projecting moonlight into the hall. I wrote about this on my project brief but couldn't get it to look right until now. I originally tried using a light that projected the stained glass texture onto the floor using the light function setting, this didn't look right at all and looked more like I had just put a decal on the floor. So I thought about it in a completely different way, instead all that I have done is made the window itself emissive, and put 3 lights, in each primary colour coming from the window with light shafts enabled. This has made a lovely and dramatic effect on the window and I am really happy with it.

I don't have a lot more to do in my level now, I literally just have a very small list of things to tidy up, I am very glad of this as I am tired of my level and just want to hand it in! I have bought some CD stickers and I'm actually quite excited to print out a nice design, stick it to a disc and burn all of my level onto the disc, I am quite proud of what I've achieved.

Comments

Popular posts from this blog

Final Major Project [Post 11] ~ Working Locks and Melting Brains

I finally found a way to get my library door/key to work correctly, it took a lot of researching and random testing but it finally has the desired effect! Now the player can approach the library door, it wont open but will display [Door Locked] on screen, until the player gets the key. The key is in one of the drawers in the dining room that open when you get near. I had a problem here with the key in the drawer, if the player didn’t pick up the key once the drawer had been open and then closed again, the key would stay floating and clipping through the front of the drawer. I tried a few ways of fixing this but the more I did to it, the worse it got (key was now reappearing and floating in place when player had collected key, secondary key would not go away.) So I took a small break, watched a brain-melting episode of Jeremy Kyle and then came back to the problem, for some reason I managed to fix it straight away, its like all of a sudden it made sense to me. It is very importan...

Rooftop Project ~ Post 2

How the Level Was Made (Continued): I made a springy chicken ride that I wanted to be interactive; I struggled quite a lot with finding the correct thing to search Google for to make this work. All I want it to do is I want the base to stay stationary on the floor and the chicken to move on the spring when the player walks into it or tries to jump on it. I ended up using the InterativeFoliageActor which worked very well apart from the base also springed around all over the place through the floor, and the collision on the chicken had disappeared, so the player can just walk straight through it. I fixed this problem simply by deleting the base off the chicken mesh, and making a separate base with an invisible barrier collision going up through the chicken mesh. After doing some research on what playground items would be around In Tudor times I leant that the only fun past time they actually had was things like skittles and hoopla, so I added some skittles and a ball made of pigskin....