Post 10
I made some adjustments to the sequencer and added some flames inside the cave.
Post 10
I made some adjustments to the sequencer and added some flames inside the cave.
Post 9
My scene is basically complete now, and the issues with the Chaos system have been resolved. I’ve also created some snowfall effects and a material that allows snow to accumulate on top of objects.
Post 8
2 new animation
Post 7
Epic door modeling and sculpturing. And Alpha map.
Post6
Concept design for Assignment 3 Epic Door
A Nordic style stone door
Here are some details of my blueprints.
Post 5
This is the final outcome of my assignment, which includes an interactive computer case, mouse, floor lamp, walls and windows, a wardrobe, a radio, and a cup.
I tried creating a Blueprint that allows the screen to play a video when I click the mouse. I haven’t figured out how to switch or stop the video yet, but I’m still learning and working on improving this interaction.
Post 4
I started by building a simple blockout in Maya to figure out the overall structure of the scene, then refined each prop based on it. I wanted this small environment to have a cute and relaxing vibe, so I kept the shapes simple and added smooth, rounded edges to make everything look softer.
I tried creating a Blueprint that allows the screen to play a video when I click the mouse. I haven’t figured out how to switch or stop the video yet, but I’m still learning and working on improving this interaction.
For the landscape material, I chose to replace it with a cement ground material.
For the sound effect, I created a Blueprint placed at the warehouse entrance. When the player enters, it triggers a sound to play once.
I added some dust particles to the scene. First, I created the dust material, then I made a Niagara System for the dust. After that, I adjusted the range, amount, and wind force.
Post3
This is the final effect of the scene. I added fog to create an atmosphere similar to Silent Hill, which I really like. I first tried to use real lighting for the lighthouse beam, but the God Rays were not visible from the player’s view. So I made a 3D mesh for the God Rays
I first adjusted the lighting to make it look like dusk. I envision the lighthouse casting a strong searchlight beam that sweeps back and forth. The second image shows the overall layout of the scene, which still needs more props.
Post 2
I built a warehouse and set up a ship graveyard.I finally chose a modern realistic style. The overall scene layout has been roughly finalized, and I want to create an atmosphere with mist.
In my scene, I want to use the lighthouse as a landmark, so I placed it on a tall, distant cliff. However, from the player's perspective, it might appear a bit too high. Maybe it needs some adjustments.
When building the blockout, I have a problem with the scale of objects in the scene. Sometimes, from my own camera view, some objects look normal or even a bit small. To check and adjust the scale, I use the default human model in UE as a reference.
Week1
I am designing a port with a ship graveyard. In the blockout stage, I used simple boxes to build the basic layout of the scene. Inside the port, I want to create a space that players can enter, such as a bar, a restaurant, or another type of building.