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Technical Art/Material Study Project 1 Post 1

  • Oct 19, 2016
  • 2 min read

I'm working on a small project that allows me to experiment with technical art effects that will be used in a small scene. For reference, I'm using several TeamLab installations that I'm trying to recreate. (http://www.team-lab.net/) The first one I've started making progress on is based on this installation: (http://www.team-lab.net/works/forest_of_resonating_lamps/) The key features that I would like to capture are: 1) The lamps, which change color and intensity, are affected by activity within close proximity, so as a person moves close to a lamp, it turns one on and spreads its influence to two nearby lamps, which in turn affects two more lamps, and so on... I'm not sure to what degree I will be able to recreate this in the game environment, however I'm certain that I can get the lights to react to player proximity and change color/intensity 2) The mirror walls, which give the illusion of the space being larger than it actually is and exaggerate how many lights there are/people there are in a room. I haven't made a mirror material yet, personally, so I feel like it will be a fun challenge. Progress so far:

I modeled the lamp that will be used to fill the space and have technical effects applied to it in a blueprint script and material

I decided to go with two planes cut into sections for the lamp wire. I could probably mess around with making its wire a spline, especially if I wanted the lamp to swing; however, in the original reference, there isn't an emphasis on movement from the lamps themselves, and I'd prefer to keep something like the wire very low cost, as it will end up being very obscured from the dark lighting anyhow and is by no means a focal point of the project

I also cut and laid out the UVs and made a light map to go with it. It's very important that the lighting data gets done properly, as I have overlapping UVs in the original UV layout, so this part is crucial that it gets its own separate light map with nicely spaced and non-overlapping UVs. I'll do this same process for the LED strings in my Crystal Universe level.

 
 
 

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