Month: November 2015

Hallway White Box

After working on the whitebox for the hallway I deiced to a use movable lighting in my final version to remove need to create lightmaps for all my assets. This will also allow for the shadow of assets to move real-time  if I choose to light some sections of the home via candle light as I won’t have to bake the lighting, however this will have an affect on the FPS/performance of the scene so I may need to do some optimization of the scene towards to end of the project to help it run better.

Secondly, as I was not unwrapping the whitebox before importing them into UE4 I decided to apply a simple white material to this meshes in order to hide the default UE4 checker texture. I choose to do this as the default checker texture would be deformed on the whitebox meshes due to lack of unwrapping and honestly  just look messy.

lit hallway

Even with the simple materials and movable lights some distortion has occurred in the materials of the whitebox due to the lack of unwrapping.

UnlitHallway watermarked 2

An unlit view of the hallway’s white box. I choose to have it unlit as it just looks better at this stage due to the lack of unwrapping.

UnlitHallway watermarked 1

A few small whitebox assets like a table, light switch and candelabra still need to be added to the hallway.

 

UnlitPorch watermarked 1

Here is another printscreen of the porch with a 6ft tall asset and a 7ft tall asset (Lurch’s actor’s height) . This was done to help with scale.

UnlitPorch_ProgressReview

I also added the broomstick umbrella stand which is based on a piece of furnishing that appeared in the 1960s Addams Family TV series.

 

 

UE4 Porch Whitebox

UE4 scale test porch

The porch’s white box meshes inUE4

After importing the whitebox meshes into ue4 I realised I had flipped normal faces on the stain glass door which I later went back an fixed in 3ds Max.

I also created custom collision for the the whitebox meshes where the default box collision in UE4 would not have been suitable. For example, the stain glass door as it needed to have an opening for the player to be able to walk through. To do this I created a custom collision mesh using simple primitives in 3ds Max and exported them into UE4 with the actual mesh. For this to work you need to use the UCX_(Mesh name) naming conventions. Meshes that have more than 2+ primitive that make up its collision need to have each separate primitive that makes up the overall custom collision numbered.  UCX_(Mesh name)_## as without this the custom collision will not be imported correctly.

custom collison

The fixed version of the stain glass door with its custom collision in UE4 as well as defined elements that make it up.

When I did import models/meshes that contained multiple collision meshes into UE4 (Usually 3+ )sometimes one of the secondary meshes would not line up with the rest. This often to led to me readjusting a collision mesh manually in the static mesh editor via it pivot point. I did try to figured out why this issue was occurring but it seems like it may be a bug as I always zero out the pivot points of my assets/models and their collision meshes before exporting in max.

I also used multi-sub materials and Material IDs in 3ds Max to define the parts of a same mesh that feature/use different materials. For example the wall material and the glass material.  To do this I choose white (Material ID 1) to represent solid material in 3ds Max and blue (Material ID 1) to represent transparent materials like glass.

multisub

MultiSub Material in 3ds Max’s Material Editor.

After I imported the meshes in UE4 I simply applied a material to each individual element. (Element 0=ID 1, Element 1= ID 2.) Material IDs will be used to define the different materials of a mesh where applicable in the final version.

defined elements

The different elements that make up the mesh defined via Material IDs in 3ds Max. (You can see this mesh in UE4 in the previous images of this post.)

 

Pinterest folder organisation updated

I ended up creating three sub-folders for the research I gathered on Pinterest for  the guns, pole-arms and swords that are present in Gomez Addams’ office. This was done as the the folder of research for his office over 3,500 pins which was unmanageable.

This print-screen shows the three other folders I created to house all the research on guns, pole-arms and swords for Gomez Addams' office. It reduced the number of pins present on the Gomez Addams' Office Research Pinterest board from 3,500 pins to 1,280.

This print-screen shows the three other folders I created to house all the research on guns, pole-arms and swords for Gomez Addams’ office. Doing this reduced the number of pins present on the Gomez Addams’ Office Research Pinterest board from 3,500 pins to 1,280. It is still the largest Pinterest research board but is far more manageable now for me to use. 

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Scale Test In UE4

I created a 3ds Max file that is correctly set up in scale for use with UE4.

This is a guide  I created to help work out measurements for UE4's unreal units which have a 1:1 conversation ratio with centimeters. I also worked out feet and inches into centimeters as some of the research gathered and saved to Pinterest was measured in inches as it was American.

This is a guide  I created to help work out measurements for UE4’s unreal units which have a 1:1 conversation ratio with centimeters. I also worked out feet and inches into centimeters as some of the research gathered and saved to Pinterest was measured in inches as it was American.

I created and exported a 6ft high model to create other assets to the correct scale. I also created a 7ft high model as Lurch’s actor was 7ft tall in the film and I also applied collision to them.

Here is a print-screen of my scale test in UE4. The dimensions are Height x Width x Depth 182.88cm x 30.48cm x 30.48cm (6' x 1' x 1') and 213.3cm x 30.48cm x 30.48cm (7' x 1' x 1')

Here is a print-screen of my scale test within UE4. The dimensions are
Height x Width x Depth 182.88cm x 30.48cm x 30.48cm (6′ x 1′ x 1′)
and 213.3cm x 30.48cm x 30.48cm (7′ x 1′ x 1′)

Here is me measuring the height of the 6' or 182.88cm tall model with the ruler within an orthographic view in UE4.

Here is me measuring the height of the 6′ or 182.88cm tall model with the ruler within an orthographic view in UE4.

Here is me measuring the height of the 7ft or 213.3cm tall model with the ruler within an orthographic view in UE4.

Here is me measuring the height of the 7′ or 213.3cm tall model with the ruler within an orthographic view in UE4.

I also edited the default 1st person game mode for use in this project. I did this as it is the easiest way to test everything scale-wise in UE4 without completely setting up my own custom camera system.

Default 1st person camera mode in UE4

This is the default 1st person camera game mode in UE4. The camera height is 6ft.

Default 1st person camera mode in UE4 HUD Class

I used the default 1st person game mode from UE4 to use as my camera when I build my environment. However, the first person mode uses arm and gun skeletal meshes which I will not need, therefore I had to edit it. The first thing I did was remove the aiming reticle HUD from the game mode. I did this by deleting the ‘FirstPersonHUD’ from the ‘HUD classes’.

Editing UE4 First Person Mode components

I then selected ‘FirstPersonCharacter’  under the ‘Blueprints’ folder in UE4 so I could edit the arm and gun skeletal meshes from the First Person Camera as I did not need them.

Editing UE4 First Person Mode gun skelton mode deleted

I then deleted the gun skeletal mesh from the First person game mode.

Edited 1st person camera game mode

This was the end result once I finished editing the 1st person game mode. I still allowed it to fire projectile balls as its a fun way to test the collision of my assets/meshes.

 

Pinterest Photographic Research part 2 & Hallway Painting Inspirations

Here is a print-screen of the research I added to the various Pinterest boards I created for my project. As you can see, the number of pins has greatly increased since the last time I uploaded a print-screen of it to this blog.

This is a print-screen of the research/reference/photos I have added to Pinterest after I have gathered said research for all the assets in my asset inventory list. Although I am sure I will add more pins to the boards as this project goes along I am sure I have more than enough to start white-boxing and modeling my assets.

This is a print-screen of the photographic research and references I have added to Pinterest after I gathered said research for all the assets in my asset inventory list.

I am sure I will add more pins to the boards as this project goes along but I believe I have more than enough to start white-boxing and modelling my assets. I may further break down the research for the assets under the Gomez Addams’ office  into sub-boards like, pole-arms and gun research, as 3,500+ pins in one board is slightly ridiculous and unmanageable. This is purely due to the fact that Gomez Addams’ office has by far the most assets overall.

This is a print-screen of my asset inventory list now that I have completed my research into all the objects/assets that will be present in my environment.

Any red text indicates either more research being needed or that I will be creating my own.

Any red text indicates either more research is needed or that I will  create my own.

I have also manged to figure out a number of pieces of work that helped inspire some of the paintings in the hallway of the Addams Family home.

Here is the first breakdown of the hallway's painting where I identified the likely paintings tahat were used as inspiration for these paintings. (The actual copies were probably not used in the films due to the paintings' rarity and copyright.)

Here is the first breakdown of the hallway’s painting where I identified the likely paintings that were used as inspiration. (The actual copies were probably not used in the films due to the paintings’ rarity and copyright.)

Here is the second breakdown of the hallway's painting where I identified the likely paintings tahat were used as inspiration for these paintings. (The actual copies were probably not used in the films due to the paintings' rarity and copyright.)

Here is the second breakdown of the hallway’s paintings where I identified the likely paintings that were used as inspiration.

Here is the third breakdown of the hallway's painting where I identified the likely paintings tahat were used as inspiration for these paintings. (The actual copies were probably not used in the films due to the paintings' rarity and copyright.)

Here is the third breakdown of the hallway’s painting. Whilst I could not identify the inspiration of the painting, I think it is obvious that with the inclusion of Wednesday Addams’ this is most likely afFamily portrait in a style reminiscent of Charles Addams’ work.

I think the similarities between these paintings is too close to be just a coincidence, I therefore plan to use the original versions of these paintings in this hallway as textures. Aside from the portrait of the Addams family, and the portrait of Fester Addams, I will either find other suitable paintings which fit in with the style of the paintings present in the hallway or will create my own. Paintings from the Renaissance (15th-16th century), general 19th century to early 20th century or Pre-Raphaelite would fit in with the style most as other paintings are already present in the hallway that are from these periods.