www.youtube.com/watch?v=xz13...
Dev Log: The Project Wrap-up
This week I finished up the final of my epic door opening. Theres a few refinement things I will do in the coming weeks like shortening the walkup time and refining some camera movements, but I can say with confidence the project is at a stage that it can be completed.
Dev Log:
Finalizing animations and starting environment of my door cinematic. I am basing the outside of the scene roughly on my icelandic cove environment and refining the movements. I've decided to drop changing the day/night cycle from the project as it was too temperamental.
Last I am working on the master sequence for the animations. I am going to group each movement of the door into its own separate sequence that can be called and timed in the master. This part is fairly new as I haven't done a ton of work in sequencer.
Taking the door into substance painter, I've been working with baking maps and smart materials to apply various metallic weathering effects.
Dev Log: Starting my epic door project I modeled the project in blender mostly utilizing bools to shape the door structure.
I have been dabbling with adobe's modeling program so I thought I will attempt a draft in that over the weekend, however I may default back to blender.
I am going to create a temple gate that opens triggered by sunset shining on specific key holes of the door. It will then have an astronomy themed opening sequence where solar system disks spiral to unlock the gate.
Dev Log:
Epic Door Progress:
I've spent the week ideating on how I want to execute the door as well as its theme. At first I thought I wanted to do a seasonal transition. I Think I want to do something drawing on the solstice.
Currently I am ideating on how I want to approach this door project. I was thinking about something burning down marking the transition between winter and spring. May not end up with that though.
Computer was also running pretty poorly so I did a system reinstall this weekend.
Dev Log:
I finished up the interactable project and loaded up some of the work onto my portfolio.
youtu.be/TT49O6xQUOw
www.abkittler.com
I am building the interactions so they are executable functions that can target any number of actors in the world determined by a shared physical material.
Dev Log: Interactable Project
I'm finishing up the home stretch of my interactable project.
I am deciding on the theme. Currently I am leaning towards an alchemy potion table. To that end I've been researching UE5 fluid simulation documents.
dev.epicgames.com/documentatio...
www.youtube.com/watch?v=k7WL...
Started working on new interactable project. So far my idea is to make an interactive crafting system. Basically have an order of interactions to get a success or failure outcome. Thats all fairly straightforward.
Dev Log: Week 4
Finished up the set dressing project. Video is below:
youtu.be/dkoaHlFHZNg
Closed up the week working through the volumetric atmosphere settings to get a proper fogged sunset.
established my material LODS for tiling when getting closer to the nanite landscape. Additionally got the displacement adjusted.
Was able to get my material mesh blending to a satisfactory level using Virtual textures and various noise blending.
Dev Log Week 3:
Attempting to finish up set dressing by Monday.
Messing around with a nanite material for landscapes working with displacement. Not getting an adequate result. Quality / blending issues and mesh taring.
Implemented rivers/lakes/Ocean into the project using the water plugin
Utilized CubeGrid to put together a rough structure outline.
Throughout this week I was able to get the Fab library populating correctly with fabs tech support.
Set Dressing: Dev Log 2
FAB Ticket
All "Quixel" assets
Example of Quixel store page
Lastly my fab Quixel library was sort of bugged. I can go to individual assets in fab and download them but for some reason they don't show up in my library. I can work with it but I ended up submitting a support ticket with FAB.
Cube Grid | Interior
Cube Grid
Cube Grid
Cube Grid
Getting Cube Grid running was also straight forward. I prefer using this for blackouts as its almost like Minecraft building where you set all the shape parameters. I'll refine the block out in the next log.
Landmass and Water System | UE5.6
Plugins were fairly straightforward. Had to track down the documents and reacquaint myself with the settings.
Log 1:
Starting the project was an adventure.
Starting with some preliminary research I knew there were a few beta plugins I wanted to utilize. These included the Water Meshing system, Landmass, and Cube Grid.
Next I needed to refresh myself on what I had lying around in my FAB Quixel library.
Set Dressing Demo: Dev Log
This thread is going to follow me through the process of utilizing UE5.6 with various water and landscape plugins as well as incorporated Quixel assets to set dress a scene.