When I first started thinking about my FMP,
I knew that what I really wanted to focus on was atmosphere. Very early on my
main idea for this project had been to make some kind of rainforest treehouse-style
base, but the more I thought about it, the more science-fiction aspects I
wanted to include. One thing stayed constant though, I wanted foliage but I
wanted it a little more colourful than what people are used to. Eventually it
all formed into the idea of using the setting of an alien planet.
Project
Details
Initial Brief-
“The subject of this project will be a
small, three room futuristic house with a living area, bedroom, and bathroom
(which will not be modelled) situated in a remote and possibly very alien
forest. The interior should be populated to have a believably lived-in feel, as
well as featuring some traditionally futuristic/spacey elements such as screens
and holograms to sell the setting. The main assets outside the house will be a
large radar dish and as a stretch goal, a landing pad, and a vista to be seen
from the main window.”
As I was on my own for this project, I had
to be very careful managing my workload. In my initial proposal I
underestimated how long we had by a couple of weeks, but I decided to stick
with that plan to allow myself as much extra time at the end as possible.
The project was to begin on the 12th
January and end on the 24th April, giving us 12 weeks of term time.
However the deadline was extended to allow everyone extra polishing time,
adding an extra 4 weeks.
My technical goals were to have the level
run at a bare minimum of 30FPS, aiming towards 60. Textures were to be roughly
512x512 per square meter, and that would also be the minimum size per sheet as
I was informed that how Unreal stores assets there was little space saved by
going any smaller.
Project
Recap
Week 1- Concepting, whitebox, paintovers
Week 2- Refining whitebox, modelling main
building
Week 3- Refining layout, modelling main
building, texturing building
Week 4- Texturing building, satellite dish
Week 5- Grass, trees, outdoor steps,
landing pad
Week 6- Bed, collision for building, working
doors, seating
Week 7- Kitchenette, modelling cupboards,
modelling/texturing base of orrery
Week 8- Orrery with holograms, freezer,
foliage with lighting tweaks, high poly rocks
Week 9- Baked rocks & arranging,
foliage, bridge, modelling patio & stepping stones
Week 10- Hanging chair, arranging foliage,
table, small rocks, tree LODs
--Easter Break-- Water, skybox
Week 11- Clutter, orrery animation
Week 12- (working on another project),
Lighting fixes
Week 13- Distant terrain, tree variations,
terrain improvement, texturing patio, lighting fixes
Week 14- Improving existing assets,
platform, forcefield, blinds
Week 15- Tweaking main building, minor
assets, ivy and lights for patio, remaining collision
Week 16- Better wall texture, player
respawning, landing pad details, lily pads, file management
What
Worked Well?
I feel like the design I went with was
pretty solid an interesting, and as the project progressed the architecture and
layout of the scene became something that looks good from many different
angles.
The integration of the house into the natural landscape adds to this, and the blues of the foliage balance out the warmer shades of the sky reflected in the metal of the structures. Even the colours of the interior are accentuated by the skybox as I limited my colour use to those blues, oranges and pinks.
The integration of the house into the natural landscape adds to this, and the blues of the foliage balance out the warmer shades of the sky reflected in the metal of the structures. Even the colours of the interior are accentuated by the skybox as I limited my colour use to those blues, oranges and pinks.
The key assets and features I designed
turned out to be quite successful focal points. Having the Orrery illuminated
and moving really catches the eye, and with the way I arranged the furniture
and the lit up platform it is very much the centre of the scene. The forcefield
also adds some light and motion, and it brings the view out of the huge windows
back to being more of a finale than if it were visible the whole time.
I think the space theme has been conveyed
well with all of the theme-specific assets, but it is difficult to say at this
point without the eyes of someone new to the project.
What
Didn’t Work Well?
I believe the biggest problem with this
project was a combination of the trees and the lighting. With the project
lighting set to allow a darker atmosphere, shadows are baked much darker. This
is especially visible on two sided materials, such as those used for foliage,
and it is hard to brighten up these shadows by a lot without simply making the
material self-illuminate. Add to that the style of tree I decided to make
already being best viewed from above and you have some very flat looking
branches.
I could’ve added more planes to the trees
to make them look less like they were made of paper cut-outs but I had been
warned of the risks of overdraw and was too worried that performance would be
run into the ground with such dense areas of overlapping alpha channels.
The density of the foliage would’ve been
less of a problem if the level were more compact. I probably could’ve gotten
away with having much denser foliage if the playable area were smaller and I
put more work into creating a better vista. I feel like I achieved my goals but
not to a high standard.
Having to split my time up between working
on the interior and the exterior would also have contributed to this. Sometimes
it felt like I were working on two different environments- I found it hard to
devote proper time to assets as I knew that if I focused on one area for too
long the other would suffer. Maybe this would’ve been an advantage of working
with a partner as both aspects of the level would’ve been able to receive
simultaneous attention and development.
What
Changes Happened?
The biggest changes to the plans occurred
early on. I realized quite quickly that the landing pad was going to have to be
more than a stretch goal as it added so much to the theme and to the layout of
the level. The house design also changed a lot during the whitebox phase as I
learnt what was and wasn’t practical. I ended up adding an extra aspect to the
design with the hollow that the orrery now resides in, as said orrery made for
a better focal point than a simple screen.
The only major late-game change was the
water. This served two purposes- to fill a large area that would otherwise be
filled with more boring foliage, and to add interest to the rocky cliff using
the waterfall. I was quite apprehensive when making this change because I
wasn’t sure how I would execute it but I am glad I did.
What
Would I Do Differently?
If I
redid this project, I think I might try to do a smaller scene with the foliage
arranged more tightly packed. I’d also make the house smaller- I made it the
size it was to help with believability but it really stole my focus away from
the surroundings. The ground foliage definitely received less work than I
originally intended.
A smaller visible area would also have
allowed me the extra performance to model my assets with greater complexity and
detail, possibly even with higher texture sizes, to make the level look more
next-gen. This would help with this project’s relevance in today’s industry
with today’s technology.
Since I dabbled in animation for the
Orrery, my next thought is that it would significantly improve my level if I
could get the trees to move to simulate wind. I am unsure of what performance
costs this would have but having a little more motion in the scene would really
bring it to life. Additionally, a bit of rain would create an amazing
atmosphere, although this probably wouldn’t work without significantly changing
the skybox as a clear sky would make no sense.
As for the visual style, I’d definitely
consider making some aspects of the house and landing pad look more alien. The
patio area in particular. In addition I’d consider making the ever-problematic plants
look more alien too, possibly considering bioluminescence.
Finally, I’d think of a better way of
restricting the player. Right now there is too much freedom to wander around
areas of the level that have had less focus. I do not want to be forced to
implement invisible walls as that suggests bad level design.
Conclusion
and Plans for the Future
I am fairly pleased with how this project
turned out, and I think I learnt a lot. The feel of the level is very unique,
taking a few more risks with performance would really make it something
special.
I am glad that I had the opportunity to
spend time on this project by myself, but I also wonder if having a partner or
two working alongside me would’ve encouraged my own assets to improve more.
Managing my time wasn’t a huge issue as I tackled the most important assets
first. It is definitely something I have improved a lot on, though some assistance
would be very helpful especially in terms of flexibility. For example I
considered making a statue to sit in the front garden at the end of the
project, but I was too worried that I might not finish such a complex asset in
time. It would be more ideal if I could split the work between people to have
simultaneous focus on extra assets and polish.
For the future I know I can afford to make
assets more detailed, allowing things to be higher poly but of course still
efficient. With so many rounded edges in my designs it’s really easy to see
where I was trying to be careful. In addition I only really got the hang of
working with vertex normals during this project, so I can use chamfering to
greater effect.
As I have mentioned, I think it would be a
great idea to focus a little more on animating assets to bring scenes to life.
I was quite apprehensive when approaching the orrery but I am pleased with the
result and I learnt a lot. It would be a waste to not touch the subject again
and allow myself to forget such useful skills.
I think I also need to concentrate more on
scale. I made the doors to be the exact same size as those in engine but they
look a little too short so maybe I should’ve just gone with what I felt was the
right height. It’s one of those things that’s very difficult to change later on
in the project due to all the assets being the same scale, so I have to notice
any issues with this kind of thing early on.
For my next project I am considering doing
something stylized, because I have not done so before and so I don’t know if
it’s something I’ll take a particular liking to or not. Texturing in particular
is still something I feel I need to work on, and exploring different methods
could yield interesting results.