Lake
Lights
Krzysztof A. Karszniewicz
Krzysztof A. Karszniewicz
Krzysztof A. Karszniewicz
There's nothing like the glory of the night sky unless you add in the majestic dancing aurora borealis and then reflect it all in a calm alpine lake.
Working with the theme of water I decided to stage this perfect alpine lake cabin scene that gets a cheeky visit from a UFO.
The inspiration for the UFO came from the movie “Flight of the navigator”
As part of scene setup and my focus on environmental art, I dove into using World Machine to create the height map required and the steps to import this into Unreal were nice and simple.
I then got to work creating the landscape material and the grass layer that populated the grass texture with the selected meshes.
The ship started off with a design that looked more human and was scrapped for a new more alien design. The idea came from combining the slick look of the ship from a 1980's movie "Flight of the navigator" with an integration of an idea born while I was playing with a 3D metal Puzzle, this was the start of the spinning object beneath the ship.
The ship's glowing scanner effect is achieved through the use of masking and panning the emissive channel of the material. This masking process allowed me to affect different emissive portions of the material individually allowing for the engine to have a ramp-up and later a hyperspace ramp in brightness.
When it came to the background I had to make a decision to either use the stars part of the default unreal sky blueprint or remove it and create a quality backdrop for the scene, Searching the high definition images available from the Hubble telescope I came across two that I then merged to create the backdrop that I animated to reveal over time.
Looking to add several effects to the scene that was crucial to the idea. First was the Aurora which was created with a single plane and a two-sided material that was then animated through texture panning and setting the material as a grass material meaning that it would be affected by the world's wind parameter giving the Aurora its wobble.
Next was an effect to make the ship disappear as though it went into hyperspace, this was provided by Kaleb Treloar. The implementation was assisted by games lecturer Mark Thompson as it needed to be triggered just one at a specific point and some issues arose that stumped me.
Lastly, the scene lighting was adjusted as through discussion with games lecturer Mark Thompson I discovered there are three lighting channels that can affect the world this allowed me to remove many hidden spotlights that the ship traveled near and would have been highlighted by them, it also allowed me to place the landscape assets on a separate layer to the water removing an odd glow that was generated.
As part of my interdisciplinary work, I got involved with the production of "The Hunt" a short animated story.
My involvement was to create the wood log like two stories cabin with a medieval twist, no modern fittings. I was involved in the point of making all the individual modular pieces and putting them all together to create the end product. the texturing and implementation were done by the "The Hunt" team.
I also implemented the same construct from the pieces, however, I textured my own version in a different look to "The Hunt" team.
The below image is the end result as implemented by "The Hunt."
This project started off simply by a game student showing me his attempt at a landscape and asking if I could get him something better. Accepting the challenge late in the Tri I set out creating his landscape.
Upon completing this task he asked if I could add some location for him, "a cave would be awesome" was his words and so I went looking for relevant assets that are completely free to use and modify.
After fixing several issues with the acquired assets, I set out to create the cave modifying it evermore and finally adding a mountain façade.
Then came the building of the locations in Unreal. This means making sure all materials are made and displayed correctly, modifying the relevant materials to suit the environment.
Lighting came in heavily within the cave as it was the location for the final boss. The location needed to have that dark feel yet have the light of hope, this was achieved by the crystals. The fire pits initially used were used to add to the feeling of danger. However, I was not happy having three fires near each other so I went back and located assets I could create a lava pit for the area.
This was just a simple delivery of a landscape height map and landscape material to Kyle Boddy. The brown-looking layer is underwater sand as his project focused on an underwater reef exposing some island in the background.