Week 1 Logbook
Published 1st October 2018 by Henry
Mood boards
Cinematography
Study lighting
GDC talks
GDC flipped normals transparency
First project 2 room map
for mobile
top down
don’t have any transparency
Think about what to create, do what you like
Finish art bible by Friday
Blockout wk2
Rewind – VR experiences
Photoshop
New > Check ‘Artboards’
Alt click drag > new layer
Art Bible exercise (Red Sky in the Morning)
Started Maya for first time
MAYA:
Maya units are cm but UE4 uses world units so change grid settings
Display > Grid (click white square)
If maya crashes and you can’t reopen, Documents > maya > [YEAR] << delete this folder and open Maya. Prefs will be reset
You can also export your config so it can be copied to another machine
—
Find book on lighting Stan Kubrick
Copyright
Look into Substance designer – procedural tex
rewind.co
Changes idea to hotel kitchen
Bible:
Date, Location, Environment, Style, Context
Reference images
Game Type (e.g. Isometric)
Colour pallete
Assets
Asset list (inventory)
Plan (isometric/top down etc)
Environment scale
Reference your images
Kuler for palletes
Maya – assets
Modularity – keep everything to the 3m grid
Camera Attribute Editor:
In viewport > View > Camera Attribute Editor > Far Clip plane : adjust how much of scene is visible
Object channel box – object properties you can control
Isolate select – very useful for editing only one mesh
Top tip: Always keep the blue (Z) axes pointing to the bottom left
Shelf editor
You can add an icon to the selected shelf by Ctrl+Shift+Clicking on the option (e.g. Bevel)
Top tip! Show scene poly count info (worth shelving):
Display > Heads Up Display > Poly count
Reference images:
Create > Free Image Plane
Add to a layer, call it references and lock it
When editing a box cyl etc press T for floating atts
Hold control for sliders = fine tune
Top Tip! Hold J while rotating to snap
OR
double click rotate tool and set Step Snap to Relative and you can also set the angle
Increment and Save: Ctrl + Alt + S
Content Browser:
Windows > General Editors > Content Browser
IMPORTANT!
Use Unreal Engine 4.20
Exporting to UE4
—————-
Select the objects in Maya > File > Export Selected
Choose FBX
Check ‘Triangulate’ under Geometry
In UE4 Go to the Content Browser and create necessary folders
Right click > Import to …
Ensure ‘Convert coordinates’ checked
Uncheck ‘Import Materials’ and ‘Import Textures’
Blocking out v important
Mesh face extrusion along an EP curve:
Create EP curve
Create mesh
Select faces to extrude
Shift + select EP curve
Ctrl + E to extrude
Increase the subdivisions
Optimise the object by CTRL + del edge loops on straight bits
You may find that if you try to extrude along a curve it won’t work because the face is at the wrong end. You need to reverse the direction: Curves > Reverse Direction
Revolve
Ensure to select Polygons and Quads
Tesselation method: General
Initial tesselation controls: U&V Type: Per span of iso parms
Black object? The normals are inverted. This is due to the direction of the curve. Reverse the direction of the curve OR reverse the face normals:
Curves > Reverse Direction
Mesh display > Reverse
Deform > Nonlinear (Bend is really useful)
To make a selection of faces flat, scale them.
TOP TIP: Hold W E R + LMB to see tool options overlay
Presented Art Bible
ART BIBLE FEEDBACK
Needs to be in a PDF
Background image
Game type and style
Improve pallette
Layout of player movement
Annotations of block out
Needs to be richer, more explanation of everything
Name it Henry_Lockett_Service.pdf
For MONDAY!
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