Showing posts with label Unreal. Show all posts
Showing posts with label Unreal. Show all posts

Monday, 28 October 2019

Banner Testing

Playing around with some of Facebook's page tools and making a banner video for my page. Also been  exploring Facebook's 3D images and how it might work with Unreal 4,so far I've managed to create some test's using depth visualization and screenshots which work but need so experimenting to get them working correctly.

Saturday, 19 October 2019

Wednesday, 16 October 2019

Saturday, 5 October 2019

Amityville '76



Saturday, 5 January 2019

Amityville - Sequencer Test #2

Another short test from the Amityville project. This was originally part of a much longer sequence,testing out various style and looks as well as hand animating the camera but decided to cut it together instead as a small teaser.

Wednesday, 2 January 2019

Jurassic Park - Visitor Center 360°

A quick 360° test importing an old model of the Jurassic park visitor center rotunda into Unreal 4 and using 'Nvidia Ansel' to convert the scene into a 360 image. The original model didn't use baked lighting but I created some quick lightmaps for the Unreal version.

 

Tuesday, 18 December 2018

DreambackVr - Indie horror

Another project I've been working on this year is an upcoming VR / Unreal 4 indie game called 'DreambackVR'. The horror game is set in sprawling mansion as you explore the haunted halls,solve puzzles and unlock hidden secrets.



I was responsible for building the the initial phase of environments,taking pre-existing assets and making a cohesive mansion,initial lighting set up,modelling and modifying props and materials. The mansion was built around a central courtyard with multiple levels and vantage points which meant adapting the modular parts to fit and re-texturing in Substance Painter.

Early version with some test lighting.

Corridor lighting test.
The house appears in two time periods during game play along with the exterior of the house and surrounding forest area. One of the central characters in the game is a doctor so I looked at references for old medical operating theatre's as well as influences of mystical / occult items relevant to the time period. The levels of the house also have servant quarters, storage and formal areas similar to what would appear in large mansion during the period.

One of the guest bedrooms.
 The game is currently still in development with plans to release with full VR support via Steam sometime in 2019, more about the project can be found at http://comeovergaming.com/video-games/dreambackvr

Saturday, 23 June 2018

Amityville '76 - Concept poster

Quick little challenge I worked on making a early 80's style poster sheet for my Amityville project.

I looked at the original theatrical posters for the first 2 Amityville movies for a bit of inspiration and the background is an in-game screenshot.

Amityville - Engine update

The past few months I've been working on a couple of different project and not had a huge amount of time to work on my own little side project but finally got a few hours to get back into it.

First priority was an engine update, made the jump from Unreal 4.17 - 4.19 with not too many issue's coming up (hopefully it fixed a few I had also). The environment itself is nearing completion of the first major stage, only one room totally empty so next step is details,props..and more props.




Friday, 22 December 2017

Amityville - Livingroom / Basement

Progress this week has been on dressing the living-room and basement laundry with props and modelling additional ones to add. I tracked down the make / model of the 'DeFeo' family's piano and modelled that as an addition and finally got around to filling all those painting frames.

Friday, 8 December 2017

Amityville - High Hopes

Working on filling out some areas of the environment this week,the garage / boat house have started to come together and also done some work on the infamous Amityville 'red room' which in reality is a cramped little space under the stairs.Also been working on the post processing effects for rendering the game with a 1970's camera look,not totally visible in the screenshots.It's an effect that will need some testing to hit the right look without being annoying visually I think.







Sunday, 3 September 2017

Amityville - All Night Laundry

Exploring media player's in Unreal 4 this week combined with lighting and threw in some particles for fun. The t.v was inspired by "Poltergeist",playing out the end of the night with the national anthem and some stock footage I edited together (as well as in joke 'Indian head' image).

Elsewhere I've been modelling some props,big stuff like fridges/washers as well as random items throughout the house. The main areas getting some progress is the basement which was pretty well stocked for laundry day (based on photos I've came across). The area needs a pass of decals and clutter but is coming together.













































Saturday, 19 August 2017

Amityville Environment's

In my free time this week I've been working on improving and updating rooms in my Amityville house re-creation.

After looking at some 75-76 era photos I noticed some elements were slightly off in my models so added missing items and polished some existing areas like the bathroom and put more detail into window frames and baseboards.

The kitchen also had a revamp with new units added and set up the blueprints for interaction with cabinet doors / drawers.

Master bathroom,added in deco fixtures and updated textures.

Added proper fixtures to all the sash windows.

New cabinets that match the real house,just a few props / decorative items missing.

Friday, 4 August 2017

Making some progress on modelling the Amityville house,working out some of the third floor rooms and finding reference photos from the time period.
Have most of the main furniture in place and need to another pass of detailing,making it more lived in looking and adding smaller items. Unreal 4 recently updated to version 4.16 also so looking forward to some experimenting with volumetric lighting / fog.








































Friday, 17 March 2017

Amityville - 360 Image Test 3

360 Panorama of the house exterior.For this test I tried increasing the lighting on the environment a little more since it appeared dark in some screenshots,the export process for the panoramic images is pretty quick and easy whereas a 360 YouTube video is a lot more complex and will use keyframing,camera movement.Currently waiting on the next version update on Unreal before I start that.

Image controls may take a moment to load,can be viewed via Flickr by clicking image also.


Amityville Exterior

Wednesday, 15 March 2017

Amityville - 360 Image Test 2

Second interactive 360 panorama test. This shows work in progress on Missy's room,recreated from photos of the Amityville house in 1976.There are still details to add like grime to woodwork as well as all the smaller objects littering the room and on shelves.

Image controls may take a moment to load.

Amityville Bedroom

Saturday, 8 October 2016

Experimenting with .gifs


Tuesday, 27 September 2016

There will be blood!...Vfx Test

Amityville horror house Exterior - Work in progress

Working on the final lighting setup and starting to detail the landscape,street and adding garden props. Using a custom Unreal 4 post processing settings for a film and sharpness,the interior will have it's own post processing with a muted 1970's polaroid style.



Sunday, 31 July 2016

Amityville - Modelling progress