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Cursed - Games Art 3rd Year Film


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93 replies to this topic

#1
DMilligan

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Long overdue but we're gonna post some progress on our film, first off here's one of the main characters i am working on (the cursed one), still lots to be done to him but here he is for now...crit away!

Posted Image

Edited by DMilligan, 22 February 2012 - 01:43 AM.


#2
LittleClaude

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Particle artists http://vimeo.com/26735865 http://vimeo.com/32182703 And - http://larsbrownwort...tegory/vikings/


http://en.wikipedia....wiki/Varangians

Posted Image

Posted Image

Edited by LittleClaude, 22 February 2012 - 01:40 PM.


#3
GarethJ

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Previs:



Alpha Build:



#4
Alex

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Nice, is it going to be realtime?

#5
Yanni

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Hello,

long time no speak!!! I'm one of the 5 members in the team and I'm responsible for the FX of the film, the two main elements in the film are fire and snow. Various versions of fire will be added in the film such as exterior torch fires, burning buildings, indoor firepit fires and indoor torch fires. For the snow there will mainly be two simulations one in the beginning of the film (where the camera zooms to the village from a great distance) and one simulation of snow inside the village. The snow simulations include mist, clouds, fog and a different simulation will be used when (SPOILER!!) the main character burst the stronghold's doors open.

For the recently submitted Alpha the snow simulation looked something like this,



Things to be changed/improved:
  • Decrease the overall size of the snow particles when closer to the camera
  • Enable 2 LODs for the snow and mist emitters
  • Rework the snow flakes texture and fix the DepthBiasedAlpha module of the material
  • Improve the simulation itself, meaning adjust the speed of the particles and the acceleration to "fake" gravity
  • Improve the mist simulation based on the new and improved exterior environment (Floyd's cooking something)
  • Enable collision for the particles
The firepits' fire looked like this,



Things to be changed/improved:
  • Create a new texture for the fire
  • Improve the simulation itself, meaning adjust the velocity of the particles and add an Acceleration module to "calm down" the fire
  • Enable 2 LODs for the fire emitters
  • Add DepthBiasedAlpha and PixelDepth to the Fire, Smoke, Embers materials
  • Enable collision for the particles
If you have any comments, suggestions or feedback feel free to share.

#6
LittleClaude

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http://historyofwarf...-byzantium.html

There we go, I found an image of what one might have looked like. Not that you need it for this project :) but I always think its good to look deeper into the culture of what you are trying to recreate Varangians or Varyags (Old Norse: Væringjar; Swedish: Väringar) more or less viking body guards for the Byzantine empeorors? crazy! Some say they even traded in America with native indians.
Posted Image
The earlier Byzantine Emperor's bodyguards, the Excubitores. They resided in the Palace and according to the Alexiad the Varangoi took their earlier residence in the Palace.

Posted Image

Travel routes of the vikings.

Edited by LittleClaude, 22 February 2012 - 10:18 PM.


#7
DMilligan

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Cheers for the links Neil, and yes Alex it is all realtime, none of that pre rendered garbage!

#8
No-Scope

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The whole video will be realtime in udk. Heres the mountains that will be eventually surround the village. The village will be on an area of land protruding from the lake in the middle. At the moment just trying to work out the best way to do this. So far this is what ive got. Its abit tooo noisey and i have no idea what it looks like to scale. Posted Image

#9
LittleClaude

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Have you got the Art of Beowulf book?

http://parkablogs.co...-art-of-beowulf

Posted Image

Posted Image

#10
No-Scope

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ARR WE NEED THAT BOOK!

#11
Yanni

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Amazon says the book (brand new) costs £1.89... :ohmy:

#12
DMilligan

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Floyd just bought it! Good work Neil, your hired!

#13
Alex

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looks great guys, some serious competition now :D

#14
DMilligan

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Nah mate...u dun been beat!!

#15
Alex

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will see about that :D





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