Monday 24 September 2012

Week 9 Tasks

_Marble


_Process to make Material: Marble is mined material. After being mined, the marble is removed of dirt and  waste rocks. It is then taken to a factory where it is shaped.
_How long will it last: 3-4 Centuries
_What corrodes this material: Industrial waste gases, acid rain
_Pros: Visually Appealing, Can be durable if cared for
_Cons: Expensive, Scratches easily
_Typical Uses: Finishing on buildings, Statues, Decorations
_Environmental Impacts: Mining and shaping the marble has some environmental impacts due to the energy required

_Concrete



_Process to make Material: Concrete is made by combining water, cement and an aggregate
_How long will it last: 50-70 Years (Depends on Environment)
_What corrodes this material: Industrial waste gases, acid rain
_Pros: Recyclable, Relatively Cheap
_Cons: Vulnerable to failure through tension or shear
_Typical Uses: Common Building Material, Building Footings
_Environmental Impacts: The production of concrete contributes to the greenhouse effect, Material is recyclable, Material can pollute soils

_Glass

_Process to make Material: There are two main methods of glass production, glassblowing and float glass process. Float glass processing is more commonly used for structures
_How long will it last: Does not decompose
_What corrodes this material: Very few substances can corrode glass, only very specific acids can corrode and dissolve glass
_Pros: Can be manipulated in various ways to increase the visual appeal of the material 
_Cons: Fragile 
_Typical Uses: Windows
_Environmental Impacts: The production of glass contributes to the greenhouse effect

Monday 17 September 2012

WK 8 Task


3 Textures

Styrofoam

Bricks

Marble


3 Buildings


The building itself seems to be supported by the walls themselves, rather than any columns. I believe that these walls will crumble in the decay, causing the roof that sits on the roof to snap as it loses support. The main colour of the building is white, which I intend to turn yellow and brown as there is no one to clean the decay. I also want to cause the water surrounding the building to become a swamp link environment, where there are organisms living in the water that is covered with vegetation.




I believe that the supports that hold up the house will fail. I want to visualize he house sitting on an angle as 1 or 2 supports have fallen. I imagine that one of the walls will also fall out of place, revealing the vulnerable interior, where vegetation will rain supreme. I think the surrounding area will also become rampant with growth.







I think the walls of the building will become cracked and begin to fall apart. The supports will begin to fall and the building itself will be on a slant. I think that whilst some of the machinery will have broken, others will still be active, but are short circuiting, causing them to turn on and off. I believe that with the influence of the environment around, the machinery will begin to merge with nature.





Problems with 3DS to CryENGINE

In my first attempt at transferring files from 3DS to CryENGINE, everything worked, except for the textures, which resulted in:


Sunday 9 September 2012

EXP 1 Submission

Forerunner

Trailer

Song Used: Secret Messenger - Signs of Paradox

Inspiration:  Whilst not a trailer, I was inspired by the slow pacing of the scene as well as the soundtrack.
I found the synergy between the two features really worked well together in the revealing of the city, as well as the blending of the familiar and the unfamiliar.

The trailer for Prometheus was another inspiration I drew upon, not only for the trailer, but also for the island itself. I drew inspiration from the general mood of the trailer as well as the pacing.

Strategy
The main theme I wanted to convey in my island was exploring the remains of what is familiar. I made heavy use of the ruins structures, as well as entities from mines, giving a sense that people were exploring and investigating the island before they all disappeared. In many scenes, I planned to have my character standing alone in the landscape. The fog takes away clarity from the island, suggesting that the character is unsure of the island and is lost. In order to travel around the island, various buildings and features will teleport the character to another site where a similar element is in place. A major component of my island was light. I tried to create a dark island. In order to highlight parts of the island I wanted to explore, I put lights at my various sites. I decided the incorporate the importance of light into the hidden Gs and 4s in the landscape. Small lamps are scattered across the island, some in clusters of 4. In the trailer, I tried to pace the revealing of the letter and number with scenes of my character travelling around the island, giving a sense of the size of the island. I tried to start from small (the lamps) and slowly pace out to larger forms of the letter and number, before climaxing at the revealing of the island's shape.

6 Sites







Flowgraphs Used

Clearing the HUD

Proximity Lights

Teleportation

Examples of G and 4

4 Boats

G shaped coast

G shape made out of scaffolding

G shape made out of garbage piles

Boats and dock forming the shape of 4



Groups of 4 Lamps

4 Water Towers

Peer Marking


 

Link:
I was unable to upload the level with my SDK as I could not find a site that would allow me to host a file that big.

I had some trouble uploading as my shockwave flash kept on crashing mid upload.

Put this folder in in levels folder of CryENGINE.
http://www.mediafire.com/?bgkkdozpsnc4rkr

Statues taken from:
http://sketchup.google.com/3dwarehouse/details?mid=9c78d10e8b0a918be3c2af5d2605b63f&prevstart=0



Wednesday 5 September 2012

Progress



Evidence of Brushes

Evidence of Decals

Evidence of Entities