Monday, September 17, 2012

Model: Kelmar Rewind Table (35mm Projection Equipment)

This model was a portion of a project assigned in my level design class. We were tasked with building three furniture pieces. As with most of my projects, I like to find things that I can relate to and find interesting. I've worked in cinemas for over 12 years. My main background is 35mm projection equipment and sound systems. I've always enjoyed working with the equipment and found it interesting to build such a prop. I've spent countless hours standing next to one of these tables assembling reels.

 A little bit of history on the piece

This is a Kelmar rewind table. It is used in assembling 35mm film prints. Film were printed on 22 minute reels. The average hour and a half movie was 5 or 6 reels depending on where the scenes were cut. Each reel has a head (beginning) and tail (end). We would cut these off and left in the middle is the film that would be projected on screen. The table has two post on either side. A motor is on the left side. The small 22 minute reel would wind to the right side 70 minute reel. We would splice the 22 minute reels into one giant reel then load it onto a platter system that would fee the film to the projector.

Kelmar is an industry leader in making quality projection equipment. I'd recommend their equipment any day.

Below are some reference pictures of an actual table. The one one I build is a little rough around the edges. Paint chipped and has seen some better days.

(This is not from any projection booth I worked in. It is rather messy!)


The following shots are all rendered in 3Ds Max with a Diffuse and Normal map








This last image was rendered in real-time in the Unreal Engine 3.













Saturday, September 15, 2012

Recap: Level Design I @ Wake Tech Spring '12

As with starting most semesters in the "Simulation and Game Development" program at Wake Technical Community College I was not quite sure how it would ultimately turn out. I'm always a bit anxious about different aspects of the classes, usually those that require me to present projects to the class. The projects in the class would prove challenging and fun through-out the semester. It would be a great learning experience with the help of my peers and the infinitely knowledgeable Brad Swearingen.

The Game Engine Everyone Loves

Throughout this semester we would be learning the popular game engine from Epic, the Unreal Engine 3. Specifically we'd be utilizing the Dec 2011 build. As part of the class we signed up with Design3.com to use their extensive collection of tutorial videos covering a wide range of topics with UDK (Unreal Development Kit). Design3 even went as far to show users how to build simple games step by step. This proves great for novices who want to see their work in action early on. Using "Kismet," Unreal's answer for those with more design intent to not rely specifically on programmers for simple game features.

Unreal would at first seem daunting with its list of features and learning exactly how to utilize them.  Design3 along with Brad's impeccable direction did a great job of keeping everyone on the same page with a lot of the features. The class made it easy to start in all the right places and find an efficient way to learn a lot of features in a short time and to avoid the ones that may only lead to more confusion.

Project 1 - Design a level with Four Rooms

Brad's first project would be to, as the title suggest, design a map with four rooms. We had just learned some of the basic features of creating rooms and geometry within UDK's editor. As with most things I took the idea and ran with it.

The assignment was simple.

  1. We were to create only four rooms all connected by hallways. Rooms could be any size we desired.
  2. The rooms could not be on the same 'Z' axis. All the rooms connected had to be at different heights from each other.
  3. The rooms had to be populated with assets from UDK's content browser that was filled with plenty of meshes and materials to use.

Not content doing just the bare minimum I was getting impatient with learning only the basics and wanted to read ahead in the class by a few weeks. So instead of just creating the four enclosed rooms I decided to build an entry way that would be in the form of a Mayan pyramid. This pyramid and the sign are the only two items I built myself for this project. I only had one week to complete the project so the texture for the pyramid is not completed.

Using my own assets proved a little more challenging at first than I had anticipated. I learned a significant amount of information about UDK's packages and about collision models.

In my Pyramid I had a hole at the top that would act a passage way to drop the player into the assignment for the class.

 
 
 











 

Project 2: Design a multiplayer map w/ two rooms

The second assignment involved building two room death match map.

  1. The death match must have two main rooms with any number of smaller corridors and rooms we chose.
  2. The map must have weapon spawns, if large enough vehicles spawns, and spawn points for up to 16 players.

Again, I chose to go beyond the confines of the assignment to learn as much as I could during the process of creating our maps. There were no confinements put out by Brad that we had to have small or large map and that those maps could not be either outside or wholly inside.

UDK's terrain editor was calling my name. I knew I wanted to creat a fairly decent sized map and I knew I wanted to create an outdoor map.

Inspiration for the level came from one of my favorite maps of all time. In Halo 1 there was a map called "Sidewinder." It was a horseshoe shaped map covered in ice. While UDK's built in content in the browser mostly inspired jungle terrain I could not take the icy approach I intended. Instead I just borrowed the horseshoe design and imported the Mayan pyramid from my previous level. I decided to have two pyramid on either side with bases built into the wall. Brad encouraged us to think symmetrically with this assignment.

I learned a substantial bit about the terrain editor and applying tiling textures to the terrain so that I could overlay them for a more realistic blending of grass, pathways, and rock.

This was a fun level to build and design. It received a significant response from the others in the class when we were presenting our projects. (Can't say that I didn't mind the attention). One student even asked if I had an prior experience with UDK. When I replied "No," he appeared shocked. I'm certainly not a professional but I do like to do my best and find something within a project that truly inspires me.I like to learn and further my experience with each of the projects. I wanted to think outside of my normal confines and explore new options and avenues of creation with each level.
















Project 3 - Design multiplayer map w/ two levels not connected

 
**Unfortunately I no longer have the files for this.

This map was assigned and supposed to be designed after an old Unreal Tournament map that had two bases on two different levels not connected by any bridges or corridors. It was a wholly outside map.

If I find the files I will upload the results. It had one of my favorite pieces I had completed.

Project 4 - Fun with a Terrain Level and CTF


It wasn't really until over half way through the semester that the Terrain Editor would be introduced into our projects as a requirement.With this new feature now part of the requirements our levels were given extended time for tweaking and building.With this assignment we were given four weeks to complete the task.

  1. Map must use a terrain layer with correct layer textures applied 
  2. Map must have 16 spawn locations
  3. Map must have weapon, vehicle, and CTF flag spawns

Out of the semester this was the biggest map that I built. I built a map that had a castle theme with a village. I wanted to create a symmetrical map without being as completely symmetrical as Project 2. I set out to use content from within UDK to build something I found engaging and interesting for the player.
Brad suggest at one point to add some underground tunnels or pathways that would give alternative routes. I decided on using some teleporters to an underground tunnel system. The tunnels would converge on one spot with access to a warship that could teleport  to the player level.

The map was divided into four different sections for me
  1. The Castle
  2. The Village
  3. The Forest
  4. The Underground tunnel system
I wanted each section to have a unique feel to it so that the player would know where they were at any given time in the game. I tried to populate each area to have a lived in used feel to it. The only one that could have used more love would have been the village area. 

This level taught me a lot about planning ahead. I tried my best to plan most details out or at least block out most parts of the level before fully committing time to building the space only to decide it wasn't fully working.While we were given a decent amount of time I incorporated a lot of things into the level that would prove time consuming. I had teleporters placed around the map. Some that went to specific locations and some that would randomly place the player at another location. The links between these were time consuming to test each for accuracy and validity. In the forest section I originally had much more of a forest but found this slowing down the FPS dramatically. I learned a big lesson on LODs at this point. All the trees I had constructed in SpeedTree only had the High LOD version. Seeing I did not make any Low LODs at the time most of the trees were anywhere from 5k-20k poly's each. BIG MISTAKE!















Project 5- Final Level and Cinematic

This project would include a level that used all of the techniques we had learned thus far through out the semester. The only new element we would be covering in depth that we had not before would be how to create a cinematic.

  1. Create a level with Terrain Editor
  2. Have 16 spawn points, weapons, (optional) vehicles
  3. Map can be a Death Match or CTF Match 
  4. Must use at least one custom mesh with accompanying package
  5. MUST have at least 4 interactive elements in the level

 We would have nearly a month an a half to complete the project. Along the way we would do several presentation to go over our progress thus far. One such presentation would be the "White Box" with our map blocked out. Another would be closer to the end of design with a cinematic show casing our map in its entirety and showing off the our four interactive elements within the design of our map.

I've had a fascination with Egypt for a long time. In that fascination I stumbled across an island name Philae.
What was unique about this island and the temple found there was that it was underwater. Originally the temple sat on a small island in the Nile river. With the completion of the Aswan Low Damn in 1906 the temple and island were flooded. Over the course of many years the temple would be relocated brick by brick to a new location to preserve the landmark.

Using this island temple I was able to chose a location that was appealing, supplied me with a decent challenge as I would have to create temple from scratch (granted it's not final build worthy I am satisfied with my results), and find some interesting elements that would be interactive in the level.

Two elements I knew I wanted to include right out were to have the water be triggered and rise covering the majority of the island, and secondly to have some hidden walls that would open when approached.

The water level rising would prove to be a challenge that required much reading through documentation and dedication to getting it completed in a way that felt real and looked interesting. The challenge was to get the plane with a water shader to act like a water level. This included looking into water volumes, finding ways to get objects to have a buoyancy and look like they are floating realistically, and to affect the players in a positive or negative way when the trigger was set in motion.

A portion of the map that would surface about half way through my design because I just wanted more, was to have an underground three level area for players to fight. In the end I think these felt like two unrelated areas, but I had fun developing both while learning a lot of tricks to speed up my productivity.

 

*The water rising effect in the level is sped up to show off the feature. In game it was much slower rising and lowering



Class Overview


This was one of the more entertaining classes I've taken during my time with the SGD program. I honestly didn't think I would find the class as engaging as I did. I think a lot of the enjoyment of this class and be turned toward Brad Swearingen. He was very supportive during the course and offered great constructive criticism. All of the projects throughout the semester built off the previous project in a clear and concise manner. I never felt overwhelmed by any one project aside from my own desire to create something more than the base requirements.

The biggest challenge in the class to me was not the projects but gathering the courage to will myself up in front of the class for our weekly presentations on projects and progression.

As a side note: during my first semester taking my documentation class I was often a stuttering mess while in  front of the class, almost to the point I've wondered if anyone even understood a word I said.

However, this semester would prove different in that respect. I found that presenting and discussing the projects we had been assigned and presented weekly that I was able to quell that feeling of anxiety. I found that discussing my projects and answering questions during the presentations helped ease some of my tension in front of crowds. The fear is still there, but I think it can be overcome in specific instances where I feel confident in what I am presenting.

I found it particularly rewarding during our lab time in helping those around me. Especially, if they were trying to do something similar to what I had done. I was able to quickly help them while Brad was making his way around the room helping others. I like that feeling of knowing enough to help others.

The class and group of people in this semester were fantastic to work with and I look forward to collaborating with them in the future. 



Monday, September 10, 2012

Design3 Contest: 51 Run entry (September 2011)

 

51 Run Contest Guidelines

Other Information about Design3's concept

51 Run Final Game 


In August of last year I stumbled across Design3.com's contest for a game they were developing with the intent of making tutorials. The game would be "51 Run." It was about an alien who was fleeing a laboratory to get to his ship and escape. It would be a 2.5D game in its original concept and built using the Unity 3 engine.

The contest called for anyone who was willing to develop anything that was within the theme of their game. All submissions would be judged at the end of September with some pretty good sized prizes including fully licensed software.

This is the original concept for how the game would look and feel.


I ended up building two models for the contest and one additional later on when they were trying to get additional models. In choosing to do a background object I was tasked with keeping the model anywhere from 250-300 polygons.

The first model I decided on was a magnetic tape unit.
I ended up winning 4th place with this model in the contest. 

 
 














The second model I built was a lab table with some equipment. 


In mid-October I along with some others that had submitted models to the contest received an email asking for additional models. It specifically asked for hazards and some additional objects that were specified in a detailed list.

I took the opportunity to make a simple manhole that would pop up and then return. It was never finished but ultimately ended up in the game above as you can check out.

I had built the simple animation and prop and sent it in to see if this would be acceptable before I continued any other work on it. I never heard a response. I wanted to add smoke billowing out as if it were the catalyst that pushed the manhole cover upward.

This is a .gif animation of the manhole cover exploding up and then falling back down into place. it is rendered at a slower speed than is actually used in the game.


This was a fun and a learning experience. I look forward to any other contests that Design3 has to offer in the future.

I later found that Design3 had finished the game on their site. They had an immense amount of tutorials to help anyone make the same game they had built. The first thing I immediately noticed was that the game no longer resembled the concept image above. Design3 had taken a completely different approach and instead made a 3d game. Also, instead of playing as the alien you were now the evil scientist trying to capture the alien before he/she gets on their ship and flies away. Along the path of the level there are hazards that try to damage you and stop you from completing your goal. The manhole shown above is now in the game where as the magnetic tape unit I created is no where to be seen.

I have no hard feelings about it. It was a fun contest and I would have liked to see the original concept come to fruition but I imagine there were things that happened behind the scenes that changed dramatically based on time/money/assets or any other list of things.

Anyway, I hope you enjoyed. More to come soon.

Friday, September 7, 2012

Getting back to it...

You know, I'm not sure if anyone really reads this or even cares. Ultimately, this is more a place for me to try and hold myself accountable for things I want to get done, a place for me to post thoughts and ideas that I have about projects that interest me or if I just want to post some random picture.

Alrighty, So things got side tracked a bit and fell WAY off to the side. About a week or two after posting all fun things I wanted to practice/learn/do over the summer I completely let that go. I found out that my Grandma had terminal cancer and there way nothing we could do about it. I spent nearly every day I could at their place until the day she died, on June 29, 2011. I was devastated as I had grown up with this woman in my life almost everyday since I was 12. She was a really be influence on me personally and professionally. She taught me what it meant to be a dedicated worker and to ultimately do what makes you happy. Don't just stick with one thing because you're good at it. Find something that makes you happy and that you can succeed at doing as well.

After she passed I didn't really do much of anything for a while. Waited for Fall semester to start back and just went along. Always doing my best for class but it took me a while to get back into the mindset. Her death really impacted me. It was strange not having someone in my life any longer that had been so important. Every Sunday my wife and I would go to her place and have Sunday dinner with her and my Granddad. She never knew how many people would show up. Sometimes it would be 7 or 8 and others with would be just the 4 of us. It didn't matter though because every Sunday there was a feast prepared. All the southern home cooking you could image. She'd done this all her life. At the end of the meal she'd always force left overs on us to take home. This didn't bother me much as the meals were just as good re-heated.

I've really missed having my Grandma around over the past year. She was always a great supporter of whatever made you happy. Although she left too soon I still only want to make her proud. I want to succeed just to hear her reassuring words and how proud she is that I'm doing what I want to do.

So, in an effort to get back on track and keep myself in line, I've come back here to post things regularly and to just see where it goes. If anything it'll be a history of attempts/failures/ and some success along the way.


Monday, May 9, 2011

Asheville, NC

I'm visiting the wife's family for the week here in Asheville, Nc. There's not much time to work on things as I would like so I've been trying to take some notes on Normal Maps and learn a few things. Set up some ideas for projects I want to model over the summer. I've already got an ambitious list together but I think it's feasible if I stay ambitious enough. I'm thinking that won't be hard to do as the more I learn the more I want to try those new things out and turn them into usable skills.

In keeping with my idea of wanting to model a vehicle, by summers end I want to model a semi truck and trailer. I'm thinking something old school.



Again, I typically like to pick projects that are fun, interesting, and something that I can relate to. So to model something like the truck below would hit close to home. My Granddad was a truck driver with Standard Trucking for a very long time (not exactly sure how long) and has been a truck driver for over 50 years. I used to remember seeing him pull his truck and trailer next to the house all the time when I'd visit. Although he's no longer a truck driver anytime I mention travels through NC he can still name near about every road and the quickest way to a destination. Personal projects like this certainly help me focus on my goal and are enough to keep me motivated to see a project through.


Anyways, if anyone's reading this or following then keep checking back often to see some of the projects throughout the summer.

As I progress I hope to start getting a good workflow pipeline in place for myself to make my models game engine friendly.

The Marmoset Toolbag from 8 Monkey Labs is an awesome program to render your models in real-time with it's respective maps. Check it out. At 50 bucks it's a steal!

Friday, May 6, 2011

Modeling Practice - Pocket Knife

I've decided that I want to start testing my speed. As a way of doing that I will create models under a time limit and leave them at that. I may use them or touch them up for other projects but for my speed purposes I want to see if I can get faster with my high poly models under a constraint.

I have a tendency to focus on the most minute things. Hopefully this will help speed up my progress without worrying so much about every single vertex. 

In the below images are the reference I decided to use for my Pocket Knife model.
In this model I limited myself to 2 1/2 hours.