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 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).


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.





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.

Advance Texture

To start advance textures, I found a texture of a wall I liked on 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.

Communication of 3D

3D Printing can be used for creating artificial limbs, models of the human body and create film sets or costumes.

3D printer heads

3D is used in Interior Design to show off designs of rooms to people clients, so the clients know what the room will look like and can edit it if they want to. The model does not have to be a physical model it can be a digital copy as well.interior design model

People create 3D art to create a realistic piece of art. One of the most common type of 3D art is 3D street art. One common idea people have for street art is the floor is collapsing.3d street art

Most fully 3D animated shows are targeted to a child audience, for example the new Thunder Birds. But most adult animated shows are 2D or 2.5D, which is 2D characters in a 3D environment (,date access 24/09/2015). animated tv trexSome TV documentaries use 3D animation to create a landscape or animals that do   not exist.

You can also create 3D animations using Computer Generated Images (CGI). You can also use CGI to create art or character ideas on a computer.

3D in film is used the same way as animated shows and CGI. Most fully animated films are aimed at a young audience, companies like Disney and Pixar use animation to create their full length films. Animations are big for children films because you can make them child friendly and appealing for children as well. In more adult films 3D animation is used instead of special effects like explosives.

Science uses 3D in multiple ways. Medical Science use 3D models to map out the brain and body organs. You can create artificial limbs for amputees using 3D molds or create 3D robotic limbs.prosthetic-leg

Games use 3D to be more realistic most of the time. Developers use motion capture gear on actors to create an accurate 3D models of those actors. One most recent game to use motion capture gear with famous actor was Call of Duty: Advance Warfare with Kevin Spacey.

3D in education is used to teach people with physical objects because people learn better by either seeing or doing. For example 3D shapes like cubes are used to teach children about shapes.

Advertising uses 3D by making people dress up in costumes to advertise their product or brand. People also create 3D animations for adverts on TV because it can be cheap and effective.

3D in architecture is used in away similar as interior design. Architects create a 3D drawing on how their building going to look. Then they create a 3D modeMind map 3dl so they and their clients can get a 360 degree view of the new building.

Geography uses 3D maps to get a good look of the landscape. Archaeologists use 3D models of landscape and rock formations to work out what time period the bones or any other object they find. You can also create accurate models of ancient pottery and bones to get a complete version.