Some Photo-grammetric Success!

So after a lot of iterating on techniques we finally started producing photo-scanned props that looked like they would be good enough to use in Break;

Below are some of screenshots of two of our assets in engine. Both props are around 5k polys, the bed uses one 4k textures and one 2k and the drawer has three 2k textures.

There is some room for optimization of the results and the techniques involved, but in the interests of time, we will probably move forwards and hope to achieve similar results with our other props. Further along, when we have tested our workflow on more assets we I will post a detailed blog to explain our process, which uses cheap equipment shooting at home.

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Break; is a university project made by students in their final year. As we progress I will attempt to update this page with more information on it.

Here is something else from the project.

 

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Photogrammetry Failures part 2

Progress was made today. We scanned the bed again, this time using over 80 photos, with a lot more care going into lighting and setting up the room. We also used adobe camera raw to batch process images to improve their sharpness and to raise the shadows a little bit.

The results were far from perfect though, with a lot of blurry textures, and some areas lacking enough information to put a good scan together.

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We also tried our hand at static-camera scanning, using a turntable and a key. We got mixed results with this and will continue trying. below is one of our most interesting failures.

There is a huge amount of green spill, due to how close the green-screen is to the objects and lights, there was also a problem with image alignment, resulting in only one half of the N64 being scanned correctly.

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We will try again tomorrow, using a white screen instead, a stand for objects, and a patterned cover for the rotary platform, which will hopefully aid the camera alignment process.

Photogrammetry Failures

We are working on an interactive experience about an isolated teenager, and are in the midst of building the bedroom. yesterday I conducted my first tests with photogrammetry, which you can see the results of below.

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For those of you curious to try photogrammetry yourself here is a brief rundown of what went wrong.

  • The first issue was that there simply were not enough photographs, we only took 19, and the more you take, the better your results will likely be. Next time we will aim for around 60.
  • The second issue was there were not many defining features to the bed, it was mostly repetitive patterns, this meant some photos did not align correctly. The lighting kit we are using came with a green screen, white screen and  black screen, so we will set those up around the room to provide some points of reference for the alignment process. Similarly, we will adorn the bed with sheets and a duvet (as we initially intended) and this should help us to create a better scan.
  • We did not have a good stand for the camera, and as such, had to improvise by balancing the stand on objects. We got a new stand, which has a tilt-able bracket. This should help.
  • Finally, we only have three lights, as a result the bed is always going to be lit more brightly from one side, we hope to get around this in game, as the bed is only going to be view able from one side anyway.

Time for round two, I’ll update the blog with more information later!

Windigo Trailer

Bournemouth University NCCA – 2nd Year Game Group Project

A first person horror game set in the Canadian Rockies. The player is being hunted by a terrible creature that has a craving for human flesh.

We were probably a little bit overly ambitious with this project but remain proud of the result nevertheless. It was made by a team of five students over the course of 3/4 months at the start of 2015.

Update

SEABORN was an entry to Torn Banner’s Fortification mapping contest that took place in the summer of 2014.

The other developers who worked on Seaborn were Jonathan Flynn, Finn Connolly, and  Michael Newbon. We also had some concept art done for us by Adrian Cathie. All of us study Computer Animation at Bournemouth University in the UK.

Another project that I was involved in was a game about Foxes, which we called FOX’S TAIL. A team of 8 of us worked on for a 48 hour gamejam. For each of us it was our first time using Unreal 4, and as such the end result was relatively crude. However, the artwork produced by the team was stellar.

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A Fox’s Tail was developed Finn Connolly, Jonathan Flynn, Camilla Nara Thorsen, Mike Newbon, Adam Treharne, Eric Dam and Alex Long. All of us from BU Animation in the uk. I painted a lot of the artwork for the environments, and handled putting it all together in Unreal. I also designed the levels, although due to the time constraints and inexperience of the team, we did not manage to complete even one. We would certainly like to revisit this game in the future.

The next project that I am going to briefly mention was a game I worked on for a University Assignment. WINDIGO is a survival horror game set in the rocky mountains. The goal of the player is to avoid a dangerous creature whilst navigating a treacherous snowy pass.

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I was the level designer on Windigo, I created the environment, which included asset creation, materials, texturing, and effects.

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The other members of the team that worked on Windigo comprised of Tom Minor and Tom Becque on programming, Alex Long, the character artist, and Kat Eska, our animator.

So, that just about brings us to the present! I have worked on a few other projects by myself, as well as some assignments, but these were the ones where I learned the most! I will make an effort to update my blog more frequently from now on, but as always, my focus will be on creation, and on learning.

Have a good day!

Torn Banner’s “Fortification Mapping Contest” – Seaborn [WIP]

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Seaborn is a level for the Fortification Mapping Contest that is currently under development by several students of the Computer Visualisation and Animation course at Bournemouth University. Our aim is to succeed at creating an incredibly fun, visually stunning and sparklingly polished level that does justice to the ambitious ideas of it’s creators in regards to both game play and visuals. This is our first level for Chivalry and as such we will be relying heavily on the feedback of the community, particularly in regards to game play. We need your help to produce the best level that we are capable of, and to produce a level that we hope will someday sit alongside the official maps created by the incredible Chivalry team.
Premise
The Agatha fleet presides in a secluded harbour overlooked by a little known but beautifully preserved ancient city built into the rocks that surround it. The Mason order have been tipped off that for the last few months King Argon’s flagship – the likes of which has never sailed the seven seas – is also at rest here, watched over by the looming cliffs and turrets that have protected the secrets of powerful men since before the recording of time. With this new found information, the Mason Order have concocted a plan that will allow them to commandeer this beast of the ocean, whilst also doing untold damage to the Agatha fleet and port.Unless they are stopped.
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Quick Overview:

-Objective 1- Navigate gunpowder cart through caves
-Objective 2- Set Agatha Fleet and Key Strategic Buildings in cliffside town Ablaze
-Objective 3- Sail downriver through a rocky cliff passage, open sea gate and escape to open water.

Objective 1
The Mason order must attempt to navigate a network of sea caves that will lead them out into the middle of the Agatha Harbour City. No one knows whether the caves are manmade or natural, only that they are full of secrets and ancient treasures. With them the Mason forces must bring a cart full of gunpowder and explosives, so that they can lay waste to the Agatha fleet.It is the job of the Agatha Knights to prevent this at all costs, luckily, due to an age of superstition and wariness, lookouts have never left their posts in the caves. Giving the Agatha forces ample time to respond to this unexpected threat.

Objective 2
Should the Mason Order succeed in their traversal of this subterranean land of stalactite forests, they must set ablaze everything in their path, including the Agatha fleet and key strategic buildings on route to King Argon’s Flagship.Agatha men must attempt to stop this by raining arrows down from the rooftops, and jumping down to deal death from above upon their unsuspecting enemies. Prepared for every eventuality, the city is rigged with traps and pitch that can be activated to cut off key routes temporarily, funnelling the towns assailants towards more favourable battlefields for the defenders.
Objective 3
The Mason Order have so far succeeded in their mission, and must now escape with their prize. Below decks a steady drum begins to beat as the now Mason owned flagship makes it’s way towards open water’s and escape. The more Mason men aboard the ship there are, the more incentivized the slaves are too row to their full potential, for fear of a cracked whip or a boot to the head. As if this wasn’t enough, the Mason Order must also open a sea gate that bars their way to freedom.On the flip side of the coin, the more Agatha men there are aboard the ship, the more likely the slaves are too slow down or stop rowing altogether, preventing the escape of the Mason Order.As the ship makes it’s steady progress downstream, with cliffs looming on each side, both the Agatha Knights and the Mason Order must do battle upon the boat and the cliffside paths that overlook it, in their war for supremacy over the vessel.For the Mason Order, defeat means death, for the Agatha Knights, the loss of Argon’s prized battleship means a fate much worse. 

So…

That’s the basics. We will be uploading content regularly, including concept art, layout sketches, 3D models in progress, and of course updates on the actual Level itself. We would all love you to rip us and our ideas to shreds, so that we may build ourselves up stronger with your help. As soon as we have something playable we will upload it to steam workshop and try to get it onto the official server. But until then, criticise our ideas, make suggestions, and generally help us to be the best we can be. We will be eternally grateful!

Progress so far:

 

– 2D Layout is completed
– First piece of concept art has been completed

– 3D Flagship is being modelled
– work on the Cave network has begun 
– Concept art is being produced at a steady rate
– Level is being worked on in the Chivalry Editor
– Core Landscape and materials are being created



We are looking forwards to hearing from people!