Monday, 8 September 2014
EXP 1 FINAL
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Ruins |
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MICRO |
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Stone Display |
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MACRO |
My Island was based on the last letter of my first name which is the letter 'E' because the last letter of my last name is an o and i couldn't use the o so i used the e instead. And the last number of my ID is a '7' so i incorporated that as well. For the Macro i made my island into the shape of my letter and number and for the micro i made some really small elements in the island which were the stones among the weeds in 7 groups. And various other points along my island shows my number in several different ways. Some more conspicuous then others.
Monday, 18 August 2014
Monday, 11 August 2014
Week 3 - Image of Work
CLAUDE LORRAIN
WILLIAM GILPIN
CAPABILITY BROWN
HUMPHREY REPTON
JMW TURNER
CHINESE GARDEN: LION GROVE GARDEN - Suzhou, China
CAPABILITY BROWN
HUMPHREY REPTON
JMW TURNER
CHINESE GARDEN: LION GROVE GARDEN - Suzhou, China
Week 2 - Independent Study
Reflection:
The second lecture we went through Real Representation such as Real vs Unreal, Hyperrealism and CGI. Real and unreal where you create things using materials that you don't normally use or would have ever thought of using especially when viewing Jana Sterbaks works of art. Or doing things that goes forward in motion and once done can not be undone and you never really think of going back to its original state. Hyperrealism is designing and creating something so realistic that you cant tell whether its fake or not. Looking at Adam Beane and Ron Muecks works of arts its pretty astounding and remarkable. CGI is like creating a part of something and then recreating the rest digitally on computer, for example when filming for a movie you wouldn't have an entire scene or all the props lets say, you would have part of it and the rest would be edited in and photo shopped using special software's on computer.
The second lecture we went through Real Representation such as Real vs Unreal, Hyperrealism and CGI. Real and unreal where you create things using materials that you don't normally use or would have ever thought of using especially when viewing Jana Sterbaks works of art. Or doing things that goes forward in motion and once done can not be undone and you never really think of going back to its original state. Hyperrealism is designing and creating something so realistic that you cant tell whether its fake or not. Looking at Adam Beane and Ron Muecks works of arts its pretty astounding and remarkable. CGI is like creating a part of something and then recreating the rest digitally on computer, for example when filming for a movie you wouldn't have an entire scene or all the props lets say, you would have part of it and the rest would be edited in and photo shopped using special software's on computer.
Monday, 4 August 2014
Week 1 - Independent Study
CUSTOMIZING THE EDITOR:
1. M = Material, DB = Database and FG = Flow graph. When these are opened up it kind of clusters the screen and can become chaotic so to make it less chaotic you can combine these windows into one by merging then, so drag each one on top of the other and all three will be together in one window. Or you can just attach it to the side of the screen. Makes it more easier to use. Works with other panels or toolbars too by attaching and detaching them. Or turn them on or off.
2. Tools --> Customize Keyboard is where you can customize the tool bars and adjust the commands for different keys.
You can allocate hot keys for different things. Example you can allocate the number 1 on the keyboard to move object and number 2 for rotate etc. Makes it faster whilst working on your project. To see if tools have hot keys, you can hover your mouse over the tool icon and if there is a number in brackets next to the tools description then it has a hot key.
3. Tools --> Preferences. If you want to customize your interface further to your hearts content. Things like color of the interface or panels or console can be changed here. Its better to keep it standard and not have unnecessary settings turned on if not needed.
4. Definitely have the preference setting for auto back up turned on. If you dont have a habit of saving every now and then which can be a pain if the computer suddenly crashes. You can set the time interval for auto save. Maybe something like every 5 minutes or so.
5. When importing objects into your environment in cry engine make sure you indicate them with proper names so its easily identifiable.
VIEWPORTS:
1. Keys: W, A ,S & D is to move Forward, Left, Back & Right.
Hold down shift whilst pressing any of these keys to move faster.
2. Right Mouse Click is to change view in view port.
3. Mouse roller button is to pan around environment. Or Scroll to zoom in and out.
4. Alt and middle mouse button can rotate around the screen.
USER INTERFACE PANELS - OVERVIEW:
1. Select Objects Panel --> Shortcut is Control D --> overview of all the objects in your scene. Everything is listed in here and is very useful.
2. DB --> Database is very important. All the entities are located in here. They are like a brush that you can bring into your level. You will be using it alot to design and build your level. You can also tweek each entity as well.
3. Lighting Tool (Sun) - Change time of day, sun direction, hour of sunset, dawn time etc.
4. Flowgraph (FG) - Script your levels from point A to point B, Triggers with areas and anything really. Can be done here. By adding nodes to other nodes and can be simple to very complex scripts.
5. M --> Materials. Pretty straight forward. Set materials for your environment and painting your layers.
WORD REFLECTION:
In the first lecture we were introduced to a new gaming software called cry engine that we will be working with and doing our projects on through out this semester. Different to Lumion and a lot more complex. You can do a lot more in this and it looks really realistic. We were shown lots of different examples and works from previous students and it provides some idea of what to expect and it gets me thinking of what i can do for my first project since we have to create an island using the last letter of our last names and the last number of our student number combined. Learnt that such simple things can be created to look like a whole different level and can be hard to tell the difference between the real and the fake. We learnt Real representation, The Picturesque and The Sublime.
1. M = Material, DB = Database and FG = Flow graph. When these are opened up it kind of clusters the screen and can become chaotic so to make it less chaotic you can combine these windows into one by merging then, so drag each one on top of the other and all three will be together in one window. Or you can just attach it to the side of the screen. Makes it more easier to use. Works with other panels or toolbars too by attaching and detaching them. Or turn them on or off.
2. Tools --> Customize Keyboard is where you can customize the tool bars and adjust the commands for different keys.
You can allocate hot keys for different things. Example you can allocate the number 1 on the keyboard to move object and number 2 for rotate etc. Makes it faster whilst working on your project. To see if tools have hot keys, you can hover your mouse over the tool icon and if there is a number in brackets next to the tools description then it has a hot key.
3. Tools --> Preferences. If you want to customize your interface further to your hearts content. Things like color of the interface or panels or console can be changed here. Its better to keep it standard and not have unnecessary settings turned on if not needed.
4. Definitely have the preference setting for auto back up turned on. If you dont have a habit of saving every now and then which can be a pain if the computer suddenly crashes. You can set the time interval for auto save. Maybe something like every 5 minutes or so.
5. When importing objects into your environment in cry engine make sure you indicate them with proper names so its easily identifiable.
VIEWPORTS:
1. Keys: W, A ,S & D is to move Forward, Left, Back & Right.
Hold down shift whilst pressing any of these keys to move faster.
2. Right Mouse Click is to change view in view port.
3. Mouse roller button is to pan around environment. Or Scroll to zoom in and out.
4. Alt and middle mouse button can rotate around the screen.
USER INTERFACE PANELS - OVERVIEW:
1. Select Objects Panel --> Shortcut is Control D --> overview of all the objects in your scene. Everything is listed in here and is very useful.
2. DB --> Database is very important. All the entities are located in here. They are like a brush that you can bring into your level. You will be using it alot to design and build your level. You can also tweek each entity as well.
3. Lighting Tool (Sun) - Change time of day, sun direction, hour of sunset, dawn time etc.
4. Flowgraph (FG) - Script your levels from point A to point B, Triggers with areas and anything really. Can be done here. By adding nodes to other nodes and can be simple to very complex scripts.
5. M --> Materials. Pretty straight forward. Set materials for your environment and painting your layers.
WORD REFLECTION:
In the first lecture we were introduced to a new gaming software called cry engine that we will be working with and doing our projects on through out this semester. Different to Lumion and a lot more complex. You can do a lot more in this and it looks really realistic. We were shown lots of different examples and works from previous students and it provides some idea of what to expect and it gets me thinking of what i can do for my first project since we have to create an island using the last letter of our last names and the last number of our student number combined. Learnt that such simple things can be created to look like a whole different level and can be hard to tell the difference between the real and the fake. We learnt Real representation, The Picturesque and The Sublime.
Monday, 28 July 2014
Week 1 - 10 Points: Sandbox User Interface
- The main screen is the viewport and the stats is on the right corner of the viewport.
- If you want to isolate specific things like for example "rocks" (just shows the rocks only in the environment and everything else is hidden) type in "Rocks" since the entity is called rocks, in the space where it says "By name, hide filtered And" and enter and everything will automatically be hidden apart from rocks. It is located just above the stats area. And just a note, isolating things only work on entities so if you want to isolate something everything will be hidden and only the object you want shown will be there including the water and land etc. The land and water will also be shown because they are not entities.
- To select more then one object at a time, hold down the ctrl button and left click on mouse. The status bar at the bottom of the screen will tell you what you have selected.and only selected items can be edited.
- Speed icon at the bottom in the status bar allocates the speed when zooming in and out or moving front, left, right and back in the perspective view. The lower the number lets say 1 means when moving around it is slower and when the number is bumped up lets say to 10, when moving around the perspective its alot faster.
- Originally when you move around the environment at whatever speed you can usually go through the terrain as in like you can go through the ground. But if you click on the clipping with terrain icon at the bottom in the status bar to turn it on it prevents you from going through the ground.
- AI Physics mode is when you are sort of in the game mode but not actually in the game mode meaning that for example people and animals are still moving but you can still edit them or the environment around etc same as in editing mode.
- Create Tab allows to create a series of entities in the environment. Modify Tab allows to modify terrain, vegetation and layer painting. Hide by category tab allows to hide certain things and unhide of course.
Layer Manager, modifying and managing all the layers in the environment which makes it easier to work and go through your project.
- Made any changes to the terrain or painted some different or another layer to the terrain you will need to regenerate the terrain by clicking on "Generate Terrain".
- Solids is used to create things such as geometry shapes (kind of like in sketchup) within the environment which is perfect for designers, builders and architects etc.
- If you accidentally close your rollup bar which is the panel on the far right side, then all you need to do is go to view then select show roll up bar and it will reappear.
- If you want to isolate specific things like for example "rocks" (just shows the rocks only in the environment and everything else is hidden) type in "Rocks" since the entity is called rocks, in the space where it says "By name, hide filtered And" and enter and everything will automatically be hidden apart from rocks. It is located just above the stats area. And just a note, isolating things only work on entities so if you want to isolate something everything will be hidden and only the object you want shown will be there including the water and land etc. The land and water will also be shown because they are not entities.
- To select more then one object at a time, hold down the ctrl button and left click on mouse. The status bar at the bottom of the screen will tell you what you have selected.and only selected items can be edited.
- Speed icon at the bottom in the status bar allocates the speed when zooming in and out or moving front, left, right and back in the perspective view. The lower the number lets say 1 means when moving around it is slower and when the number is bumped up lets say to 10, when moving around the perspective its alot faster.
- Originally when you move around the environment at whatever speed you can usually go through the terrain as in like you can go through the ground. But if you click on the clipping with terrain icon at the bottom in the status bar to turn it on it prevents you from going through the ground.
- AI Physics mode is when you are sort of in the game mode but not actually in the game mode meaning that for example people and animals are still moving but you can still edit them or the environment around etc same as in editing mode.
- Create Tab allows to create a series of entities in the environment. Modify Tab allows to modify terrain, vegetation and layer painting. Hide by category tab allows to hide certain things and unhide of course.
Layer Manager, modifying and managing all the layers in the environment which makes it easier to work and go through your project.
- Made any changes to the terrain or painted some different or another layer to the terrain you will need to regenerate the terrain by clicking on "Generate Terrain".
- Solids is used to create things such as geometry shapes (kind of like in sketchup) within the environment which is perfect for designers, builders and architects etc.
- If you accidentally close your rollup bar which is the panel on the far right side, then all you need to do is go to view then select show roll up bar and it will reappear.
Week 1 - 5 Points: Sandbox Folder Structure
- The folders are all labeled clearly and very organized and pretty straightforward. So it allows the user to click through and view the different sections easily.
- The Game folder is one of the most important folders of them all. Things like library and levels can be found there.
- There are Pak files within the Game folder which is pretty much where the whole game is, from animations to CGF files which are assets and there are sounds, materials and textures etc.
- Bin32 and Bin64 both have same files but depending on what windows your computer runs and what it is capable of you open the game or editor engine from the folder whether your computer is 32 or 64 bit.
- The tools folder is where things go when you export objects or textures.
- When Installing plugins you have to be pretty careful in what you copy for example when installing the crytiff plugin for photoshop you have to copy specific files from the crytek folder either bin32 or 64 to the root folder of the photoshop folder. Otherwise the plugin would not work properly.
- The Game folder is one of the most important folders of them all. Things like library and levels can be found there.
- There are Pak files within the Game folder which is pretty much where the whole game is, from animations to CGF files which are assets and there are sounds, materials and textures etc.
- Bin32 and Bin64 both have same files but depending on what windows your computer runs and what it is capable of you open the game or editor engine from the folder whether your computer is 32 or 64 bit.
- The tools folder is where things go when you export objects or textures.
- When Installing plugins you have to be pretty careful in what you copy for example when installing the crytiff plugin for photoshop you have to copy specific files from the crytek folder either bin32 or 64 to the root folder of the photoshop folder. Otherwise the plugin would not work properly.
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