A blog by Henry Lockett about CGI, doing up a van and web development, amongst other things. Soon to be living in London.

Week 16

Cloth materials in UE nCloth Creating a cached animation FX Select ncloth object > nCache  > Create new cache > nObject Looping Blend shapes: Cache Special Duplicate object with parent refs Cache Again.

Setting variables of a spawned actor in Unreal Engine

As an example, say you want to spawn a blueprint actor called BP_FIRE_LOG and give it a unique ID number so that it can be referenced in the level.

Maya MEL: Create a locator at selected vertices

// Select the vertices you want a locator at and run this MEL script. . string $vertices[] = `ls -sl -fl`; for($v in $vertices){ float $pos[] = `xform -q -ws -t $v`; string $newLoc[] = `spaceLocator`; setAttr ($newLoc[0]+".

Week 15

Maya Script Editor Middle click and drag a line of script to the shelf to add it as a function.

Week 14

Animation Maya Shift click drag to select keyframes on the timeline Animation snapshot - useful for creating arrays of objects along a path You can export a hierarchical mesh to UE4 as a skeletal mesh Animations can be combined into a single timeline and those frames selected (run, jump etc) Sequencer Enter to add a keyframe Materials Object Position node - gets the vec3 of the object it's applied to Constant bias scale node - does the same job as an add and a multiply to adjust the scale of a sine wave (sin x + 1) / 2 https://desmos.

Week 13

Introduction to VFX. Riot Games tutorials. http://www. tharlevfx. com/ Choose a VFX area, 1 week study project Afternoon: Presentations Materials Conveyor belt scene Node shortcuts - M click for Multiply, S click for Scalar etc Turn on Live Update and Live Nodes to see what everything's doing Pan and Rotate textures [caption id="attachment_758" align="alignnone" width="800"] Pan across[/caption] [caption id="attachment_759" align="alignnone" width="800"] Rotation Speed[/caption] [caption id="attachment_760" align="alignnone" width="800"] Rotation[/caption] [caption id="attachment_761" align="alignnone" width="800"] Texture properties - Tiling[/caption] [caption id="attachment_762" align="alignnone" width="800"] Tiling a texture[/caption] [caption id="attachment_763" align="alignnone" width="800"] Tom's Useful Common Mats[/caption] [caption id="attachment_765" align="alignnone" width="800"] LERP Explained[/caption] MPC - Useful for creating globals across materials so you can change things across the scene   DustyWindow Iterative process - don't spend loads of time on something only to realise it's shit Material Blend Mode - additive for light as it makes things brighter   [caption id="attachment_768" align="alignnone" width="800"] Depth Fade node for removing clipping lines[/caption] [caption id="attachment_769" align="alignnone" width="800"] Horizontal gradient flipped horizontally[/caption] [caption id="attachment_770" align="alignnone" width="800"] Panning Light Rays[/caption] [caption id="attachment_771" align="alignnone" width="800"] Power node to control contrast of mask[/caption] Custom Depth - Thomas Looman   Emitters Emitter time and particle time - mostly use particle tim Graph Ctrl click to add a point Alt Ctrl click drag to select multiple Spacebar to reset emitter [caption id="attachment_773" align="alignnone" width="800"] Required - Sub UV to select parts of an image as particles (H and V)[/caption] Need to add a Sub UV index node and then Random intrepolation so the emitter selects a random part of the image for the particle.

Week 11 Retrospective


Week 10 Retrospective

Dug deeper into Unreal Engine's powerful materials builder, including building materials which can be used in conjunction with vertex painting to create variation over surfaces.

Week 10 Logbook

UE4 Materials Ctrl and click node connections to disconnect all and reconnect to something else Heightmaps need to be minimum 0.

Week 9 Retrospective

Explored Substance Designer in detail including how to generate Ambient Occlusion outputs from height maps.

Week 9 Logbook

Substance Designer Always set new substance to Relative to Parent Set graph to 256x256 so the SD plugin works in UE4 Always good to create the height map in SD first, then colourise it Press 1 or 3 to toggle node output collapse   https://share.

Week 8 Retrospective


Week 8 Logbook

A week of baking!

Week 7 Retrospective

Zbrush basics This week I worked on a skull on a table scene, to introduce the most common features of ZBrush.

Week 7 Logbook

Zbrush Alt + Click on object : select that sub tool   Brush Alt + click drag : opposite effect / different effect (e.

Module 2 Assignment


Service – HTML5 Level Demo


Week 5 Logbook

Lighting The image shows the basic light setup for a new level. Directional light: Onle angle matters.

Week 4 Logbook

Unreal materials   Texture Coordinates node: plug this into a texture's UV input to change the amount of tiling.

Modelling Assets

The level will feature a variety of re-usable and some one-off assets. I will be using my experience of modelling in 3D Studio Max combined with recent skills learned in the classroom with Maya to produce some simple, low-polygon assets which keep the level within the 120k triangle limit.

Service – Playable Demo First Test


Week 3 Logbook

Mesh modelling tutorials Booleans (Intersection and Union) Improving geometry by removing triangles IMPORTANT: Ctrl + Del on Edges to delete vertices as well, otherwise you will be left with floating vertices Target weld to merge vertices and make geometry more efficient Display > Polygons > Custom Polygon Display.

Week 2 Retrospective

We started off the week with a review of our art bibles for the first module project.

Concept and Initial Design

My first assignment is to design an area for a level in a game, to be run on a mobile device.

Week 2 Logbook

Model something every day - Kristian Avigni, 2018 In keeping with this quote I will be modelling something every day.

Week 1 Retrospective

As a beginner to Maya and UE4, week one has been information overload however Christian will be recapping over topics regularly over the coming weeks.

Art Bible Presentation (Week1)

[gallery ids="397,398,399,400,401,402,403,404,405,406"].

Week 1 Logbook

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 MA - Assignment1 - Mobile 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.

Preparing to Escape

I'm currently sat on a little sofa next to Laurel, in our van, which is parked on the island of Mosterøy, Norway.