Wednesday, April 20, 2022

Cyberstein - Build & 'C' Level Delivery

 Cyberstein Sprint #7

This sprint, I focused on redoing the lighting for our scene! For this project, we're taking a lot of inspiration from Blade Runner, so I decided to use one of the Syd Mead's Sci-Fi apartment concepts for reference. I also created my own cube map with a Blade Runner-esque cityscape. 
























































I'll continue to do more lighting passes as we begin to populate the scene with our final meshes and materials. 

I also worked on setting up certain events inside of our Level Blueprint. The police lights now only trigger when the endings are played, rather than flashing the entire time. Ryan and I also did a lot of troubleshooting some last minute blue prints (like the thunder BP which triggers the bolt of lightning VFX and flash of light, and the material switch for our meshes). We also play tested quite a bit to make sure things worked before and after building our project for tomorrow's C-Level presentation.


 

Wednesday, April 6, 2022

Cyberstein - Polish & Level BP

 Cyberstein Sprint #6

This week we focused a lot on trying to figure out what things we really wanted to nail down and polish within our VR experiment. Since I've been having a few issues with the spline for the last Sprint or so, I decided to modify it a bit. I've done quite a bit of research and reference gathering, but I think I know what I'm going to do now. I've decided to take the saw away completely and replace it with a really small emissive sphere with the sparks VFX attached to it. I'm also going to attach a beam emitter to the BP so that the laser cutting through the garage door leaves a "heat trail" behind. It's also extremely dark in our scene right now, so I went in and made some slight light changes so that it wasn't as hard to see in some areas. Along with the "garage door being cut down effect", Ryan and I worked together to implement the timing into the scene itself, so now it only plays when the endings are triggered. We also worked together in creating an environment animation and attaching it to a BP, so that the garage door falls when the ending is played. We've yet to implement that specific BP into the level BP, but it's on it's way!