I've been slowly working my way through this , I was already in quite a good position time-wise during this contest so now I'm just adding more stuff that I find fun and I try to teach myself more stuff in the mean-time. Since the last post I've done a bunch some of which I'll show you just below here, but first :)
Answering some more questions:
How do you have time for all the things?
- I tend to preach this all the time but people tend to overscope, a lot. The "secret" with mine is that I went with a really tiny scene art-production wise and an even less heavy art-production pipeline. The only real texture I have in this scene is the concrete texture. Which is just a tiling simply concrete-texture, there aren't even any normal maps.
- The point is that to make art you don't have to really rely on really time-consuming workflows and for me, that's perfect since I don't actually want to spend a lot of time making lots and lots of unique props or textures.
- Top down approach, work on bigger things first, things that take up most of the screen-space. (Screen real-estate) those are the most important things (except for hero props). Once most of those things are sorted out start with smaller things, it makes things easier when it comes prioritizing your work.
- I guess the last point I want to make is that: I make time for it. By sacrificing other things in my life
but that said as well, I also do the above stuff, I make sure that I don't do something too detailed or something that has too many unique things going on.
Keying Lightning Strike
I decided to quickly model a drone, I also taught myself how to Rig and Skin it in Blender AND getting it imported into Unreal. Sad thing is that I later realized you can't seem to access the bones in the sequence editor? (correct me if I'm wrong anybody). So that I would have to do most of the animations in a 3rd party software like Blender and import animation data. I was kinda hoping I could just do it all from sequencer so if anybody
knows how to do that let me know ! ^__^
Testing the rig in Blender
Shading and look inside of UE4.
So for the character I kinda wanted a pulse as well, maybe even a small pocket computer that would have a display on it. What I quickly realized though is that it's kinda hard to make something all cool and sci fi and have it be visible without too much noise or ehm... focus in the scene. So right now this is what I have until I figure something better out.
The Lightning strikes are polygon modelled. ie , you take a picture of a lightning strike and you start to edge-model it from the side. Then you make sure it has depth by going into different directions) Then you make sure that it has a gradient, from the starting point to the end point which you can "Fill up" during it's life-time as a particle.
You can probably also do this type of stuff with a texture-card , as long it has a gradient, but if you want really clean looking things without compression issues this is probably the better way to go. If you want to be really optimized you can do a channel packed texture or even more optimized 1 channel with several strikes with different gray-scale values and a gradient made in the shader.
It's a beam-particle with a stylized electrical material. The beam itself has several subdivision with added noise to it to make it jump around during it's life-time.
I think my biggest concerns with most of my scenes is that I always want them to feel somewhat alive, somewhat realized and with things happening. The rain I wanted there but most people tend to do really obvious rain-effects, like if it's raining you notice but most of the time looking out the window you don't really spot all the rain so I tried to make sure it was pretty subtle from a distance.