Virtual Gallery Reflection

For this task we had to create a virtual gallery that displays the work we done. After we finished the gallery, we had to record us walking through the gallery.

The virtual gallery shows off the skills we learnt creating the exhibits. The photo room shows off the skills I learnt in photography. The 2D room shows off the skills I learnt in Photoshop and photo manipulation. The 3D room shows off the skills I learnt in 3DS Max and Unreal Engine. The cinema room shows off a dubbed video, this shows off skills I learnt in Audacity and Adobe Premier. The creation of the trigger boxes shows off simple coding skills in the Unreal Engine. The entire virtual gallery also shows off organisation skills because of the layout of exhibits.

These skills are applicable for the indie sector because most of the things created in the gallery was created on my own or with another person, never in a large group. It also be applicable for virtual reality because you view it as a first person perception of the gallery and if I was able to do so, I could of coded it so a VR set could connect to it and where the wearer looked the in game character could look. Triple A sector also applies as the virtual gallery demonstrates multiple skills and job roles for a company capable of producing them. Mobile can also work because it could be used as a virtual CV for me or for anyone else who has created something similar.

One job role is photographer. Most photographers are free lancers, meaning they are able to choose their working hours and who they work for but there is no regular income and stability. Another is film editor. Most film editors work for studios meaning they have a stable source of income but it can be a stressful job because you have to precise and you will have to keep to dead lines while doing it.

To make sure I completed my work and to keep to deadline, I did some of it in my spare time when I was not working and at college.

To ensure safe working practises I made sure the wires coming from and to the computers were safely out of the way and none of the wires were split. I also made sure I sat down properly, back strait and computer eye level. I also had regular brakes while working as well.

I used voice overs in my gallery to explain certain pieces of work in my like my Limbo paper dub and Space Paint. This was done to make the virtual gallery feel like a real gallery because real galleries have audio tour guide that explains each exhibit. There is also ambient sound/music to make the gallery feel lively instead of having just silence. The textures I used for each room, I tried to make them look like the real life things, for example I used red in the cinema because most cinemas are red or use red.

These elements helped to create the mood of realism because I based each room on real life examples, for example red in the cinema.

I could alter the textures colours to give make the gallery theme change, for example I made my gallery look real but I could used bright colours to make it feel futuristic or use dark colours to set a horror mood. I could changed the layout and room designs to change the feel as well. For example I could make each room look abandoned and falling apart to set a horror feel.

Research tools used for this task was looking up online example of galleries and cinemas, which was secondary research. We even visited a gallery that had a photography exhibit that I used as inspiration (The Beaney), which was primary. To get the ambient music, I went to Free Music Archive and listened to some music on there and eventually chose a tune called Night Owl by Broke for Free.

I used my research to get ideas on textures and layout of each room so I have plan on what my gallery could look like. I used Textures.com and Free Music Archive for textures and ambient music. These websites were useful for finding the correct textures and ambient music but I do think they could use a improvement for searching for these items because they was not a lot of customisation when trying to search for things (you had to be specific when searching for stuff).

Evaluation

I would improve my research methods by getting more primary research because I did not get a lot of primary research. To improve my preparation I would gather more textures and sounds for each room instead just one, so I could compare each texture to the environment I am putting them in, so I could see if they fitted in with the exhibits and the layout of a room.

 

 

 

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Different ambient sounds and effects

There is a couple of different types of ambient sounds you can use to create effects in a video game.

You can use music as ambient sound to add mood. Fast pace music can make a section of a game fast pace while dramatic music can make another scene sad. Most games use music to set the mood. Music can be found in games as non-diegetic sound (sound that is not coming from a visible source). But games like Grand Theft Auto have diegtic sound (sound coming from a visible source).

Ambient sound does not have to be music though. You can get natural sounds as well, you can get wind and other similar natural sounds to set moods as well. Horror games have hardly any music as ambient sound. They create a mood by having no music to create suspense and the sound of wind or any other similar ambient sound creates a scary feel. Alien Isolation uses the same sound techniques to create the same feel to create the suspense of the alien is near and could attack at any time.

Different types of lighting in Unreal

Directional Lighting

Directional lighting is used to be similar to sun light. This light will cast shadows parallel to the object the light is hitting. This makes it the ideal sun light.

Point Light

Point lights emit light like light bulbs. Point lights emit light equally in all directions from a single point. You can use point lights as light bulbs in a level.

Spot Light

A spot light emits light in a single direction in a cone shape. You can use spot lights as stage lights on a stage level in a game.

These three different types of lighting can be used to create different effects in games. Brightly lit games can be exciting and darkly lit games can be scary and intense. Using just light alone can set the theme of a video game level.

Manipulating Sound

For this task, we had to create a walla. A walla is a sound in media that is from the background, for example in a movie scene a walla is the sound of peoples conversations in the background. My walla was created to be used on a TV.

We got given the sound we needed for this walla. We then edited it in Audacity. I first cut out unnecessary parts of the sound that have no sound. I then edited the amplitude of the sound first so it is not distorted when listening to it. After we done editing, we added in white noise by going to “Generate” and then “Noise…”. Then a box appeared that has a drop down box. In the drop down box there is three options; white, brown and pink. These are different types of sound. I selected white and pressed Ok. Then the white noise is generated. I cut down the white noise duration so it matches the same length of the walla sound. Then I edited the amplitude of the white so I can hear the walla sound over the white noise but while still able to hear it.

I then exported the sound as a WAVE file so it can be used in the Unreal Engine.

I feel this task went well since it was my first time using Audacity. I feel I should have spent more time on it so the white might have been a bit louder.

Interactive Media Studio Facebook Logo and Banner

My Facebook logo and banner is pictures I found and edited in Photoshop. The banner size is 851 by 315 pixels while the logo size was 160 by 160 pixels. When creating them I tried to keep the theme of our studio name, Wet Flame Studios.

I first createlogo+bannerd the banner. The background of my banner is mostly unedited, the only thing edited is the size and shape. The main part of the banner is a red and blue flame. I found the flame, which was originally red. I then split it in half and moved one half on a new layer. I then changed the hue of one half of the flame so it has changed blue because water is blue. I then put the two halves back together and put it in the middle of the fire and water swirl in the background. Then I added text saying “Wet Flame Studios” That is how I created the banner.wet flame logo

When creating the logo I just copied the flame and text over to a new file.

I would of liked to try and create something from scratch instead of finding stuff online. When creating the logo and banner I had hardly any knowledge on how to use Photoshop, that is why the logo and banner was simple.

 

Advance Texture

To start advance textures, I found a texture of a wall I liked on http://www.textures.com/. I then got it into 3DSwhere I turned it into a Diffuse map,  Specular map and Bump map.

For creating a Diffuse map I created a plane in 3DS max, 300cm by 300cm. Then I opened up the material editor by pressing M on the keyboard. I then click on a material ball to make sure it is selected. I then clicked on Maps to get more options and then selected none next Diffuse Color. Then double click bitmap to then be able to import the wall texture I got. I then found the wall texture I wanted to use and clicked on open to import it. After importing it, I clicked on parent. I then clicked on Assign Material to Selection and then Show Shaded Material in Viewport. I now can see the wall texture on my plane. That is how I created the Diffuse map of my wall.

To create a Specular map, first in Photoshop I desaturated the image of my wall texture (made it black and white). I did this by going to Image, Adjustments and Desaturate. After this I adjusted the level by pressing ctrl+L and made the bright parts of the image brighter and pushed down the dark parts of the image. After this I saved it as a JPEG. On the same file on 3DS Max as my Diffuse map I opened up the Material Editor and on the same material ball. Then again under Maps, I clicked on none next to Specular Level, and selected bitmap. Then another window will pop up allowing me to import a texture. I clicked on my Specular map JPEG and clicked open. Then I clicked on parent. The specular is not showing just yet, to do this on the material editor, click on Material near the top. Then I went down to Show Material in Viewport As. Then I selected Realistic Material as Maps. After doing this, I turned down the glossiness so it is not to shiny. Now I added I light to the viewport by going to the create tab and selecting light. Then click on free light and a box appeared and on that box I clicked yes. I added the light in near one corner. The plane texture is now reflecting light.

When creating the bump map, I started in the diffuse map again. Then I desaturated the image again, but this time I made the image a lot brighter in level editor. Saved it as a JPEG again. In the same 3DS max file as the diffuse and specular maps. In the material editor under Maps on the same material ball, I clicked on none next to Bump and then bitmap. A window opened allowing me to selected my Bump Map texture. Then I clicked on parent in the material editor. Now the wall looks 3D.

To simplify what each map do, diffuse map is the normal texture. Specular map is to make the texture reflect light. The Bump map makes the texture look 3D.

Digital Photography and Composition

 

For this task we had to take three different types of photos; abstract, portrait and landscape. When taking these photos, we had to keep in mind the rule of thirds. The rule of thirds is where a photo is divided into sections, usually three horizontal lines and vertical lines. You usually see guide lines for the rule of thirds on a camera.

An abstract photo is an photo of something that is hard to work out. For example, taking a photo really close to an object so it is visible but hard to tell what it is. My
20150930_171953abstract photo is of a seat from quite close. A way I think I could improve my abstract photo is to use the rule of thirds to make it more abstract.

A portrait photo is a photo that main subject is a 20150930_170722person. My portrait photo is of a friend of mine. Most common use of portrait photos is social media profile pictures. But that is not the only use of portrait you can have family photos as well. I feel again I could improve it by using the rule of thirds and maybe cropping it, preferably from the top to remove a bit of the ceiling.

A landscape photo is a photo that main subject is of a landscape. The landscape I have was of a hill at college that is also a goat paddock. I feel I could have chosen a better location to take the photo and also use the rule of thirds a bit better.   20150930_170145

Digital Photographs

You do not software like Photoshop to be able to change the appearance of the photo. You can edit how a photo looks by changing three settings; shutter speed, ISO (how sensitivity the camera is to light) and aperture (shutter width). IMG_0734

This photo has an adjusted shutter speed. This has a high shutter speed because the water is not blurry. You can use shutter speed to get different effects. High shutter speeds will make detailed photos while making it look motionless. A slow speed will make movement in the photo blurry. A slow shutter speed is good, for example, when taking a photo of a motorway at night because the lights on the cars while moving will make the light of the cars on the road look continuous.

IMG_0727This Photo has a adjusted aperture. This photo has a wide aperture, you can tell by looking at the background. If more of the background is blurred, the aperture is wider. This can be useful if there is something close to the camera or further away from the camera you want in focus.

IMG_0737This photo has an adjusted ISO setting. ISO is how sensitive the lens is to the light. Doing this can make you photo look more bright or more dark. This can be useful when taking photos through out the day so photos taken at night can be more bright and photos taken during the day can be more dark.

The skills I learnt taking these photos are how to correctly use these three techniques and you can change how a photo looks by changing some of the cameras settings.

 

3D Model of Microwave

I created a 3D model of a Samsung microwave that i got off ao.com (http://ao.com/product/ms23f301tak-samsung-microwave-black-27386-50.aspx).3D modle of microwave Capture      microwave from ao
The first step was setting up the scale correctly. To do this on 3DS Max I went to Customize- Unit Setup… A box appeared.

Setup pic 1 I went to metric and changed the drop down box below it to Centimeters. Then I clicked on system Setup and changed the measurement to centimeters as well.

The microwave measurements were Dimensions (cm) – H27.5 x W48.9 x D37.4. I added 10cm to each just to make it bigger. I compared it to a box with the same measurements as a character from the Unreal Engine (Length 84cm, width 84cm and height 192cm).

 

After setting up measurements and created a box for the microwave. The measurements of the microwave in 3DS Max was Length 47.4cm, Width 58.9 and Height 37.5cm. I added 10cm to each of the measurements to add some more density to the object because it looked to small compared to the character measurements.

After creating the cube with the correct measurements I clicked on modifier then click on modifier list. On the modifier list i clicked on Unwrap UVW. Then new options appeared and then I clicked a red square labeled Polygon. Then I opened up UV editor and selected Quick Planar Map. This allowed me to see all the individual polys in unwrap editor. In unwrap editor I edited the polys size in it so I can add textures to it in Photoshop. Then I exported the Unwrap UVW editor so I then can add texture to my microwave.

unwrap uv

In Photoshop I then added textures to the different sides of my microwave, which is edited photos of the microwave I am basing mine on. After I put the textures in the correct places, I saved the file as a Photoshop file.

In 3DS Max, I opened up the Material Editor by pressing “m” on the keyboard. On the material editor there is material balls. I dragged the Photoshop file of the Unwrap UVW microwave from File Explorer to one of the Material Balls. Then I dragged the Material Ball to the cube on 3DS Max.

The textures of the microwave are now on the cube, now making it look like a microwave.

This task taught me how to use 3DS Max and how to texture objects on it.