Tuesday, 6 December 2011

Multipass...


First day I am back home and went straight to business. I have tried to get today some mood photos for my FMP. As I have thought it may require a bit of work to get into those places. I have went to the shipyard and the trainyard today to see how things look and as it turns out I actually need a proper pass for those places so that I won't get cought by the security and my camera won't be taken away from me. In order to get a permission to take photographs I need to contact a larger contractor which is in another city to get a permission from them to enter the shipyard and take photos. This will also require me to write an application for it which explains that I am a student and what I need the photographs for etc etc.... The same thing goes for the trainyard. However I have already written it when I was in the office asking for the permission. Hopefully they will get back to me soon. There is still one place I will propably need to do the same which is the Dockyard Administration so I can also get in there and take photos without any problems. Good that I have done it the first day...

Thursday, 1 December 2011

CryENGINE3 .... yeah Baby !


Today Me and Kristian got green light on creating our FMP's in CryENGINE 3. Was quite happy how it all went. Making my environment in it will be very interesting and challenging at the same time becouse I will have to learn the engine as I do it. I will devote a part of my christmas break to lure into it a bit more. Maby I will reimport all my Palazzo assets into it and rebuild it there to see how would the workflow be when I have all the assets done already. This will make it easier to learn all the Engine stuff. Looking forward to that :)

Sunday, 27 November 2011

Good. So it's settled !


I am quite happy that the tutors liked my presentation on my FMP. I am also very excited on what I will be doing as it will be a part from where I come from made into a game environment for my portfolio. This will be a perfect piece becouse it covers alot of skills for my portfolio.
I already have an achitecture/foliage based environment and this would be more Metal/Concrete based piece with a contrast between new and old parts of the dock. It is a lot of work as I look at it now but with proper planning and pre-concepting I will be able to pull it off. All the modularity in buildings will allow me to quickly construct them by doing the textures first and then wrapping them around the buildings. Most scarry part will be creating a good terrain for everything to fit on. This is my weakest point at the moment which I will be trying to improve buy this environment. I also don't want to create too much overgrown and foliage in this one becouse that's not the whole point of that environment.
I just need to make few more test blockouts and sattle on one. Now I need to focus on creating my proposal document with all the technical specifications etc. Newer blockouts will have to wait till I go back home and get my first hand reference on the site. Then I will have more resources to salvage ideas from :)


Well that's the end of reposting my posts from my old fmp blog. I've updated some posts and made them longer with proper pictures from my presentation. I will continue to post my future progress on this blog !

Blockout Brakedown

The blockout brakedown has a purpose to show exactly what will go where. All my gathered initial reference pictures put into use referencing to the blockout.

As you can see there is alot of areas to cover so I have devided them with the importance volumes.

Here are the areas of importance when producing the environment. Green areas are the most important parts that need to be done no matter what. Blue ones on the other hand are just additions which can be created later on when there is still time. However I will be concentrating on the green areas and polish them as highly as I can so it might come to this that the blue areas will never be built. Sometimes less is better... well in most cases it is :P


I have still yet to decide on couple of things. This blockout here is just a Pre-Blockout to get the overall idea. I need to fiddle around with the green area more and make a couple of more blockouts from it to see how I can differently arrange elements to create a perfect scene that will make sense.

Few more Renders ...

This is most likely how I would imagine the main view would look like. Old dock in the foreground and the "NEW HAVEN" part in the background.

... although this would be at night time.


Simple shapes but they give the idea of what I want to achieve. I am working on a small brakedown of the blockout to show exactly what will go where. Will post that soon as I finish it.

The Blockout

First Blockout of the project. This is how I imagine it looking like. Main "playable" area of the old dock on one side and the "not reachable" area of the "NEW HAVEN" dock in the distance.


.... the trainyard area with loads of abandoned carriges.



Destroyed cargo area with a fallen over cargo crane. This are will be an addition option to create if there will be still time left. It will not be a priority.



This is the first blockout of the area. I will post soon an overall brakedown of the area indicating what parts of the environment will look like.

Mood & Lighting

Achieving a proper mood and lighting in my FMP will be a challenge. I have gatherd couple of ref pictures of what I would like it to look like. Foggy lights and reflections in the distance of the "NEW HAVEN" dock would be very stunning to look at. Night time and a bit of a fog would be the perfect choice.


If I will be able to recreate those light water reflections within UDK it will look stunning once its done properly.


Was also thinking to add some bell buoys with a constant bell sound going on in the distance to enchance the mood. Some ship horns from the distance would be a great idea to have in the environment as well as those metal bending/crackling sounds that occur when a strong wind is hitting the high structures like cranes and bends them a bit.