Film room Evaluation
- julesgameart
- Nov 12, 2015
- 8 min read
These are the three main ideas I felt really stood out and could provide a good outcome for our project.

Firstly I feel Clockwork orange is a pretty good choice since there is a lot of colour to play with around the room. Also all details and objects around the room such as the bed covers and the art on the walls, could really help make the room more interesting compared to some choices. Since there’s different forms of lighting around the room, which each give a different to the room it could be a really good thing to be able to play around with the lighting. The downfall with this room is that it's quiet small and possibly not enough room to move around in game so that’s pretty limited.

I think that Teenage mutant ninja turtles is a good choice since there plenty of reference and its pretty dynamic with assets and textures. It does give off a really nice atmosphere and mood. The downside to this idea is that it isn't naturally lit so lighting could potentially be a problem and their sewer hideout is pretty big so timing could be an issue.

[if !supportLineBreakNewLine]I feel that my main choice personally would be hard candy. Since each room is simple but striking in the sense of each one has its own colour. Also the colours and lighting in the room really help set up a mood and atmosphere for each section since the kitchen is blue with white lighting it make its feel cold and sterile, whereas the front lounge is bright red with orange tinted natural lighting through the blinds making it feel warm. The only downfall is that it’s all open plan however it’s pretty minimal so that isn’t too much of a problem. Originally when it came to deciding the still for the project amongst my group wasn’t exactly an easy task, we all had our own separate interests. We went through different decisions until deciding on the apartment from daredevil series. I completed a bit of research on various stills we could use and devided them up into groups for a bit more readability before sharing with the group. [endif]


As a group we decided on the still shown below. Mainly due to the positioning of the camera as you can see a nice wide view of the apartment, not just a close up of a small space. Also because most of the lighting throughout the series is either pretty dark or heavily tainted in purples or blue tones due to the large lit up billboard outside his window. [endif]

Personally I’m actually really happy with the series and still chose. I was sceptical at first as most screens gathered weren’t brightly lit or completely from artificial lighting and as much as the room is minimal and mismatched to a point, it is fully open plan so it could be a lot to do. I really like how the position of the camera lets you see a good overview of the room, it’ll help showcase a lot from our work equally. Ialso spent a little bit analyising the perspectives and angles of our chosen apartement from all angles, to try help my group when it came to engine work and shared them via our group on social media.

When it came to creating my assets that contribute to the group I first put together a rough view of cropped images so that it was a lot simpler in my head and was easy to ensure I didn’t forget an asset or mix them up.

Once I had analysed my assets a little bit I began modelling in 3ds max. My work flow for creating my props were all basically the same, to create a basic box in our white box version and then exporting it into a new max scene and then either forming it into the shape needed or creating my asset next to it to ensure sizing its correct to lessen work in engine. However still continuously compared my asset to the white box for size and angle especially for my beams as they are slanted upwards. However there was some miscommunication and I was originally meant create the shelf but last minute a group member said they had modelled it and were using there so I later scrapped mine and again they had forgotten about the coffee table so I agreed to take that asset on last minute as it was highly noticeable in our still. As my lamp bulb was glass and my coffee machine lid was glass in max I separate them into separate Ids and colours so that engine would recognised better they were separate materials and then glass was applied to them. I also made sure to rest my x-forms, do smoothing groups and rest the pivot points to export as an fbx. Example of basic work flow.

Once I had created my assets I then moved onto unwrapping them. To be efficient and getting feedback from some tutors I decided to complete all my textures and unwraps to a size of 512x512. Originally I also had a Shelf I had modelled but that was modelled by a different member so I took that off my unwrap last minute. To create some difference in textures for my radiators especially I Unwraped them in order of view and then randomly selected islands having them share texture space so that details were divided up randomly and not uniform. Beams – 2-way tillable 512x512 =1 Small+large Radiators – 512x512 =1 Lamp+coffeemachine+lowpolybed – 512x512 =1 Coffee table – 512x512 =1 Once I was ready to texture my assets, again the process was pretty much the same. I would begin by selecting reference both secondary and first hand reference and then experimenting with various method to try and get the right look and basic feel in grey scale first before then overlay the right colour. Once I had the basis for my textures I then moved on to adding any extra detail. To create my extra maps such as my normal, roughness and metalness, I used bitmap2material to create a basis for my texture, constantly checking how my textures looked in engine. I then moved them into photo shop and edited any bits I feel needed to be changed. Once each asset was textured, they were input into engine and then tested again the screen and the lighting that was set up. There were some minor problems with my roughness and a normal map however they were edited and retested in engine and they fit fine. Beams.

Radiators.

Coffee Table.

Lamp + Coffee Machine + Low poly Bed

Personal texture check.

I feel that my own personal performance could have been improved however I feel I worked efficiently within my team and with myself to get things done. I’ve found that my time management has greatly improved and found myself not having to rush any part of the process with my asset creation, unwrap and texturing. It also gave me time to be able to act on feedback given from some individuals in my group on some parts of my assets, mainly being able to go back and chamfer edges or re editing some of my texture maps. I also feel I managed well having to complete a highly noticeable big asset in a small amount of time near the deadline that I agreed to take on as my group had forgotten the coffee table as there was some confusion on who was originally meant to do it. Next time I would definitely ensure that I consistently communicated with my team even more so then I did this time. Even though I am happy with most of my textures I would have like to spend a bit more extra time updating them, flicking back from engine to try and make them closer to the still even more so then they are. My radiator texture I feel could defiantly take some work as I feel it is lacking a little bit. I also feel that I had more to do with the engine side of the project as by not doing as much with it as I could have, I’ve missed an opportunity to really get more to grips with engine. Comparison to original.


Looking at the original still we were recreating I am actually pretty happy with the outcome we produced as a team. I feel that with the exception of improvements our recreated still really resembles the original still. Looking I feel that the angle of the camera in engine is pretty accurate too, along with the perspective and positioning of the assets within the room. For improvements I would have definitely liked to have included some particle effects such as dust in the air. I just feel it would have really helped to create a more intense atmosphere in the room. I would have also liked to take the lighting further by really intensifying some of the lighting in certain parts of the room such as the lighting on the floor around the coffee table. I feel that a longer polish time then we provided ourselves with was much needed. Team Manifesto Our final still was the apartment from the TV show Daredevil. We chose this room because we felt like it had striking lighting and a rugged feel to it that would make for an engaging and spacious room to move through. It had enough assets to keep us busy for 5 weeks, whilst still being manageable to make. The amount of reference available for the room also meant that we could re-create it as accurately as possible, without having to fill in too many blanks. We chose this still specifically because out of the 3 we narrowed down to (that showed the clearest shots of the apartment) it had the boldest lighting, showed off the most interesting parts of the apartment clearly, and was composed in a way that we felt was engaging, yet wouldn't be too hard to re-create. In essence we wanted to choose a still that was not only a true representation of the apartment, but also of the show, as this still contains extra assets such as the pillow and blanket on the couch, that tell some of the characters story, as well as being assets in the shot. The teams roles haven’t been as evenly divided as they could have been, due to various extenuating circumstances, certain people have had to take on more work on others. There has definitely been an imbalance of roles within the group, mostly caused by either a difference in expertise for certain roles, or mistakes made when distributing assets for people to work on. Individual planning has confused the work flow in places, however once tasks were clarified via social media most of the issues were fixable. Development mostly went through one person, with them receiving the work, feeding back to others and updating it. There could have been more development of individuals pieces of work had we found a successful method of sharing our work from the beginning of the project. In addition, if the initial planning for our team had been nailed down from the beginning, the project would have gone more smoothly, and had we had more regular team meetings we could have found and fixed certain issues before they became a problem. There should have been more internal deadlines for people to meet, so that we could have ensured people stayed on task more successfully, not doing so has meant that what should have been a polish week, has become a week for finishing off the actual work. Essentially confusion with tasks, lack of communication, and people’s individual methods of housekeeping and distributing their work clashing, were the main issues our group faced with this project
留言