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Rants – Trophies and Achievements

Hi Viewers.

To prove I’m not some noob, here is my Playstation Trophy Profile: http://psnprofiles.com/jAyP0r91

So there is a lot I want to say about game trophies and achievements. A lot of important things that are good about them and a few bad things that rubbed me the wrong way. This blurb is more about what developers should think of when creating them.  These are my opinions on the subject and I hope it gives people something to think of.

So let us begin.

First off, to me, trophies are something that commemorates something you do in a game that is impressive, something you do that is worth bragging about. However, sometimes when a developer sets up a game’s trophy list, they miss the whole purpose of creating them. A trophy is an award for the skill of the player or help train the player to learn/practice certain techniques that could be useful later. They are not something that takes a week to accomplish because you need to find all the collectibles, or play through 500 hours of gameplay…twice (or worse, thrice).

Earning each trophy should give you a good feeling. If the game is throwing you too many trophies, then its kinda holding your hand too much. “Lets give a trophy for reaching level 2!” “Lets give a trophy for getting your first head-shot!” “Here’s a trophy for walking 200 meters!” Even though these aren’t real, this should prove my point. Making them too easy isn’t good but neither is making them too hard. If the trophy you design is too hard, then the player just gets frustrated. If the game isn’t giving you any trophies, then the player might get discouraged because it would seem that it would take forever to get them all. This feeling of euphoria [the one of earning a trophy] is supposed to drive the player to collect them all, or at least as many as possible. If done right, the collection of all the trophies will allow the player to experience the game to its full potential.

This article will explore the different types of trophies and what I like and not like about them, each having their benefits and doubts.

 

Story Progression Trophies:

This is a hit and miss trophy accomplishment. I love collecting trophies based off milestones in the story, whether it be on easy, medium, hard, or devil modes. Earning these types of trophies show other players that you have completed the full story of the game and you’ve beaten it on a particular difficulty (the harder, the better). You know the basic story and can talk about the important aspects of the game to fellow players. Some of these trophies are not directed to straight story progression but we’ll get to that later.

There are a few things I don’t like about story progression trophies. One of them is having to earn the story mission trophies across all levels. If I have to earn the trophy for beating the first level on any difficulty and then on Devil Mode. To me it feels like I’m being forced to play the game on Devil Mode first without having getting used to the game in order to get all the trophies in one go. This would be silly if all you wanted to do is enjoy the game on one round and then spend more time doing it on the hardest difficulty for one trophy. This takes up time, which not a lot of people have. Sure completing the game on Devil / Insanity Mode shows your insane skill, but sometimes the game can be too difficult to complete for average trophy hunters. Although, you can argue that; That trophies aren’t for the ‘average trophy hunter’. Maybe completing it on devil mode is what separates average gamers from the extreme ones.

Another thing is when you do a trophy collection as a story progression, you’re basically giving a countdown timer of when the story is going to end. I don’t know if this is the same for others but when I get my first story trophy, its my first instinct to count the amount of remaining trophies left for the story line. This means when I collect another story trophy, I’ll know the game is getting closer to the end. If i enjoy the game a lot, then I don’t want it to end. This way also might give the player the feeling that the story is progressing too fast, or sometimes, too slow, both which are bad.

There are a couple sets of story progression trophies that a bunch of developers did that I can really appreciate. One was for the game Killzone 2. When they did the story missions, they have levels grouped together under different acts. If you did all the difficulties under the act, it gave you the trophy. This means you can progress at your own pace and do that particular level over and over again if you need to. So if  you’re playing this kind of game and you’re trying to beat the hardest difficulty, you’re not stuck at a certain part for hours and hours. You can skip it for awhile and come back.

I still hate that I haven’t gotten that last trophy for one part of one act of Killzone 2, but oh well, 98% is still good. Same goes for Call of Duty: World at War.

Another story progression based achievement I enjoy is quests based ones. This means that when you complete a particular quest (Fallout 3, 4, Skyrim, etc) you get the trophy, no matter how you completed it. Doing it this way means you have a list of important quests to complete and doing them however you like will result in the trophy. That freedom is kinda cool, although it feels like a one time thing. Generally trophies are already a ONE time thing, but earning quest trophies feels like you only have to do it once and then after that, it loses all appeal to repeat. So they are great to accomplish but to me, only have the appeal to accomplish once.

As a side note: ending trophies are a pain in the ass; UNLESS you have multiple save files. As you accomplish a story, you might run into an ending where you’re divided to choose between two (or three) different endings. If you choose the good ending, then you might feel happy and accomplished…until you realize you have to beat the entire game over again to earn the bad ending. This can be good if you have to beat the game on a higher difficulty and not care about the results along the way (infamous 2, where chaos is more fun and not having to worry about innocent civilians). Other then that, its a huge pain in the ass. You can always do what i did in Fallout: New Vegas, where before each level milestone, i did very bad things to get both the neutral and the bad guy milestones, before resuming on good.

 

Boss Trophies:

These ones are my favorites because they show the true skill of the player. These are kinda related to the story only when the story requires you to defeat a certain boss (ex: Deus Ex: Human Revolution, Bloodborne, Shadow of the colossus, Infamous: Second Sons, etc)

But there are a couple that prove that you’re a true gamer when you defeat that impossible boss or hidden enemy.

Gravity Rush, Final fantasy 13-2, One Piece: Unlimited World Red, Dragon’s Crown are some examples where you go out of the way to kill something that takes true skills to defeat.

There are ones that are almost impossible to beat because it take you forever to get to, such as the Yharnam Pthumerian Queen from Bloodborne (although the other bosses are achievements to beat on their own). This one requires you do all these chalice dungeons which require you to be super high level and beat the game like 3 times. I can totally accomplish this one, but that means grinding…and NO ONE likes grinding. Like you’ll see below, no one likes taking 200 hours to accomplish anything.

A boss trophy has to be one of the most rewarding trophies. I can’t wait to see what Final Fantasy XV has in store.

 

Online Trophies:

Trophies that rely on a stable internet connection are the stupidest ones I’ve ever had to deal with. Especially ones that require other players to be good or to be coordinated.

One of the worst game for this was Resistance 3 when you had to play the online to get all the trophies but the online sucked anyways, so the lack of players threw the trophies out the window for me. I can NEVER get them now if i wanted to go back.

Destiny is another with the trophy that has you team up with other Clan members and none of you can die while attempting the Raid (which is almost impossible to NOT die in even on the easiest difficulty). Even if your all coordinated, one small mistake can lead to one death and that all it takes to fail the trophy attempt (whether it be because of player error, game error or internet lag). It’s stupid. Not because I can’t do it, but because they are almost asking for the impossible. If they dumb it down and ask to beat the Raid with just a clan full of people, that’s achievable.

Assassins Creed is another one that has online trophies but these are a little more achievable. There isn’t a huge online presence for Assassins Creed, so it may fall the way of Resistance 3. But the only one that’s hard to do is reach level 50 online. Which just takes time, but if you have no interest in the online, why put someone through that.

 

Collectibles:

This can go either way as well.

It is good if the collectibles help you in the story (leveling up or gaining new powers)
A good example of this would be some of the collectibles in Infamous: Second Son.

It is bad if they are JUST FOR COLLECTING. The one that really takes the cake is Grand Theft Auto 4 where you have to shoot 200 fucking pigeons. Yes my swearing is going to be justified if you realize how ridiculous it was to run around to each location and shoot a flying fucking rat, only to be wanted by the cops for shooting in a public area. There was NO benefit for adding this trophy or for collecting it. It is a giant waste of time. Also the fucking things were tiny and not very noticeable and if at any point you accidentally shot one (or blew one up), next time you go to find that one, your going to be spending a long time looking for it (only for it not to be there).

Some are just a little waste of time but can be found during the linear story progression such as the Uncharted series. These treasures were interesting add-ons but served no real purpose to the story. The positive thing they did was tell you that there were some missing in certain missions so you didn’t have to play the whole game over again to collect just one missing treasure. And they can be collected on any difficulty.

I just finished playing Life is Strange and these collectibles come in the form of taking photos of things and once you beat the game, each part (chapter) will tell you if there is a photo opportunity and you can go back and find it if you wish.

That’s one positive thing you can add to the game if you’re going to add collectibles. Lets make this a rule! If you are going to add collectibles, you must:

  • Provide a hint or a count to how many your missing during a single player campaign.
  • Provide a Map of where they are in an open world (much like FarCry 4, Assassins Creed: Black Flag, and Infamous: Second Son).
  • Have them useful to the main character, not useless.
  • Have them in short quantity, don’t exceed 200 in anything…ever.
  • Make them big enough to find, or have a shine to them, so its easy to find in them on the ground or on a ledge.

Collectibles that require you to get them all during ONE play-through, are just plain stupid.

 

Time Trials:

These types of trophies can go both ways but I believe they are also stupid. They definitely show the skill of a player because its doable and the developers want you to achieve that. On the other hand, what if you want to just play the game as your own pace? This puts a lot of stress on the player to do that particular activity in that time frame.

What really pisses me off is missing that target by 0.2 seconds and having to repeat the event. Its worse when you have a 5 minute time trial to race up a mountain, only to hit a bloody car just before the end line, and having to repeat that 5 minute trial.

The WORST possible thing is if the event is during the story, and you have to play the story all over again to get to that part, or at least a long distance into the chapter.

 

Exploration:

Right now I can’t think of a certain exploration type trophy, but these are really good if done right. These would be meant to drive the player to experience the entire game, in every corner and location the developer wants you to go.

 

Gambling:

There are several games where you need to gamble or play a game in order to achieve the trophy. These aren’t essential to the game and the developers want you to explore the side features of the game, things the developer thought would be fun. If the gambling or games don’t pay off, then its just another trophy that’s kinda useless or annoying to get.
Watchdogs, Fallout: New Vegas, The Witcher 3, FF13-2 are some examples that have side games.

In my opinion, I hate getting these because its a waste of time and it takes me away from the game a little. I end up doing these just to get rid of the quest indicator, if you can get rid of it.

 

Skill:

This is the final section but one thing I’ve been stressing the entire time. Skill trophies are ones that have you, the player, do a series of things that can help you get better as a player and even as a person.

First you got your simple ones like perform 20 counter attacks in a game (Enslaved: Odyssey to the West) or perform an Ollie over the doughnut hut (probably any skateboarding game).

Next you got your advanced ones like get 200 head-shots with the pistol or take out two contracts using only your sword (The Witcher 3).

Last you got your expert, win 10 ranked matches in a row, (Super Street Fighter IV) or knock out 3 opponents in cruel smash (Super Smash Bros 3DS).

Doing these will not only get you the trophy, but you learn HOW to play the game its mean to be played. Like if your stuck on defeating the final boss in Mortal Kombat, then why not practice countering against the AI in the tutorial or even performing combos that will help you benefit in battle. Trying to take out a field of bad guys? Try aiming for the head (the physical skills you learned by taking out the previous guys (finger memory)). Or hell, throw that propane tank to your left (doing this three times might earn a trophy and give you situational awareness for future battles).

Earning these types of trophies prove that you know HOW to play the game and practically bragging rights on how good you are.

 

Conclusion:

Anyways, that’s my rant on the subject of trophies. I hope any reader can understand where I’m coming from when I talk about the positives and negatives on each type of trophy.

Game Rants – Intro

Hello viewers.

This is going to be a blog about the games I’ve played during the summer after my graduation until now and in the future. These are going to be my opinions about what I liked and what could have been changed. More of an observance of what a developer would say or do to make the game (or experience) better.

These blogs won’t be about putting down companies, more of a constructive criticism of the choices they’ve made.

I’m also part of a new podcast going up on Youtube and Soundcloud called The Easy Eyes Podcast. My friend Aleksei Vanhee and I are going to talk about video game news and our thoughts on such. This blog will also be an extension of the podcast. It will be a more thorough thought out and maybe an expansion/explanation of the topics mentioned on the podcast.

I hope you like what I have to say about the industry and hopefully it’ll help out future developers think of new ideas and think thoroughly of their ideas.

Cheers.

Recent Hiatus and New Projects

Good afternoon Reader

I’ve been on a recent hiatus due to my graduation from Durham College in the Game Development program.
Now it’s time to find a job which has been harder then it seemed.

Being as naive as I was, I was expected to catch my lucky break right out of school and start working right away but that’s not the case anymore. I ended up settling for a warehouse position at the local JYSK to make enough money to start paying back loans and the very small credit card debt i had racked up during my last week of school.

So now that i’m settled in and eager to find a better job, I decided that my current demo reel isn’t enough to land me a job. I’m now going to start a new project that will be interesting to do and thinking about it is getting me excited. Here are the things i’m going to do:

1. I’m going to keep up with blogging as much as I can (if i can remember to).

2. Find my old art from when i was in grade school/high school and spice it up. Old ideas were never bad ideas. I’m going to  start a page on my website where i’ll go from primitive drawing to advanced concept; to 3D model and render.

3. I’m going to start a Pintrest Challenge for myself. Its an amazing site for visual ideas and recreating them in a 3D visual space will allow me to expand my modelling techniques and ideas. I’ll create a theme for a month and produce as much content for that theme as possible. Examples would be Bathroom, Kitchen, living room, bedroom, history (ww2, aztec, cowboy, viking), outside props, etc. I can show them off in the marmoset plugin or whatever the new verold website turned into.

4. Start a new visual piece that will include better breakdowns and a full, new, dedicated demo reel.

I’m excited to start this new chapter in my life and hope I can keep on doing what i meant to do in life.

Cheers

Maya 2015 to UE4 – Cloth Tutorial

In my blog about gettings cloth physics to work in UE4, i had tried to build my own working cloth in 3ds max and import it into UE4 using Apex and PhysX files.

Sadly this did not end well and i believe i know why. The computer i was using when i installed Apex and PhysX plug-ins for 3ds max kept crashing the program when i tried to export the file. I believe it just didnt export properly and thus ended in disaster. The resulting video will be posted soon. The good that came out of this is that i ended up learning the basics for 3ds max AND i know how to make convincing static cloth meshes. i can use this to create cool pieces like bed covers or static sheets of laundry.

However, i did not lose hope. I got two leads, the first is that a classmate of mine told me that i could reverse engineer the cloth from one of the example levels in UE4. Another friend told me that he did it in Maya2015, which is preferred to me. So lets try both!

First lets try to the Maya one.

You open maya 2015 and make sure the Apex and PhysX plug in is installed. The first thing you do when you open the scene is go to Windows ->Settings/Preferences –> Plug-In Manager. Turn on PhsyX.

Set up the scene to the correct sizes of what you need. So if you refer back to my previous blogs, i have the new sizes of the grid you need in Maya2015 to safely import objects into UE4.

Once your in, create a plane. Mine started as default size with 10×10 divisions.
I scaled it up by 400x1x250. Made sure it was centered and translated so the bottom is not touching the world 0.

Before i continue, i delete all history and freeze transformations.

Then i want to make several even divisions. Go to Mesh–>Smooth. After the first time, click ‘G’ 3 times to create more divisions.

This should look like it has a lot of polys but this allows us to get the flow of the cloth more smooth. You can add another smooth to get a smoother flow, but it might be too much.

At this point, you can unwrap the plane. This will get the cloth ready for a material.

Now we should add the bone.

I went into the 2×2 split view and clicked on the animation Tab at the top left. Click the Joint tool and create two node as such (starting from top to bottom).

Now we are going to smooth bind the plane to the bone. Click the Plane and select the bone and hit smooth bind. The default settings are enough. To test if its working, move the bottom node back and forth and parts of the plane should follow. Note: you might notice that a couple of vertices aren’t moving with it, this is fine, it’ll all come together soon.

Now we want to start painting the cloth so it can move the way we want.  Select the cloth part and select the PhysX tab at the top. Click on Create Apex Clothing. With the cloth selected, click on the Paint button on the right. You can now paint the vertices to flow the way you want.

On the right there will be a new window. Under Paint Attributes, your going to change Value to 0 and hit Flood. This makes the whole plane the same value which means it doesn’t flow or move at all.

Now Change the Visible range to 0  and 120. Go back to the Value Slider and go to the far right (120). Now you can paint the whole cloth except the top  row of polys. With the value of zero, these are going to be our anchors. If you want to attach these to a curtain rod, these won’t move.

Note: If you click off the objects accidentally, just select the cloth again and  click on the Wrench Tool  (Edit PhysX Object) under the PhysX tab and click Paint again and it’ll just continue where you left off.

At this point, its safe to export the file. Select the cloth and Export it as an .fbx file. Make sure smoothing groups are active. You also need to export it one more time but this time choose  APEX/PhysX and make sure Export APEX Assets is checked on and its APB (not APX).

If you want to test your cloth, there is a simple way of making sure it works perfect. Select the top node of your bone and make a keyframe at 1. Then move over to frame 40 and move the bone to the left a bit and make it a keyframe. Under the Apex tab, there is a Play Button, if you press that, it’ll simulate the cloth physics for you. To go back to normal, remove the keys in reverse order of creating them, so your original stuff is at world 0 again.

Name these files the same so you dont get confused and since these are different files types, you wont get them mixed up.

 

Now open up UE4 and load a new, empty level.

Import the .fbx file of your cloth. Place it in the level.
Double click to open the editor for the cloth.  Under the Clothing window, click on ‘Add Apex clothing file…’ and select the .apb file you created.

Then go to LOD0 window and beside ‘Clothing’ there should be a drop down menu, click it and add the .apb file there. Now save it and hit play. Tada! you now have cloth imported correctly to UE4. However it may not move because there is no wind.

Lets play around with this problem….

First there is a world node that you can probably implement that allows the wind to occur worldwide. But there are a couple of tutorials here that allow for wind control using materials.

So i created a Material for my cloth so i can work with the material editor.

I added a SimpleGrassWind node, and two Constant nodes.
I attached a constant of 0.4 to WindIntensity.
I attached a constant of 0.5 to WindWeight.
I attached the AdditionalWPO(v3) to the white node under the texture sample.

Okay so for me, the material way didnt work.

The second option is to go under the modes and search Wind Directional Source. Add one to the level. It should be a flag type node in the scene that you can edit. You can adjust the speeds and strength of the wind so it can affect the different cloth pieces.

 

One thing we can do is experiment with the different values we painted with in Maya using PhysX painter.

 

One thing i noticed is that if you scale the object in the scene, it’ll scale it by the areas that aren’t painted…and it changes the way the cloth flows. I can test different methods to see what works with what. What i know so far is that you would have to export external objects separately from the cloth so they don’t interfere.

 

Cheers,

Jason

Creating Realistic Water in UE4

This is a tutorial given by our teacher John. For my capstone, the whole base of my assignment would be water and so this is important to have.

WaterExample

So john had started with a couple of normal materials:
Ground_Grass
Ground_RipplingSandDunes

These materials are the base of our water design. If you open them up in photoshop, these are how they look:

GroundGrass SandDunes

So if you open up UE4, you can import these into the materials folder.

For this tutorial, we are going to do 5 Sets in the Material Editor to create the final product.

Step 1 – Water Color
Here is a List of the Nodes we need:

  • Vector Parameter – Name it DarkColor.
  • Vector Parameter – Name it LightColor
  • Fresnel – Exponent = 5, Base Reflect Fraction = 0.04
  • Depth Fade – Fade Distance Default = 100.0
  • Lerp
  • Multiply

WaterColor-DarkColorStats WaterColor-LightColorStatsWaterColor_All

 

Create a Comment Box and Name it Water Color and attach these nodes like how they are attached above. Then attach the Multiply to the Base Color in the Main Board.

 

Step 2 – Transparency and Refraction

Here is a list of Nodes we need:

  • Scalar Parameter – Name it ‘Murkiness’. Default Value = 20.0
  • Scalar Parameter – Name it ‘Refraction Amount’. Default Value = 2.0.
  • Depth Fade
  • Fresnel. Exponent = 50.0, Base Reflect Fraction = 0.01.
  • OneMinus
  • Multiply (x2)
  • Clamp. Clamp Mode = CMODE Clamp, Min Default = 0.9, Max Default – 2.0.

TransRefraction_All

Make these into a comment box called ‘TYransparency and Refraction and attach the system to Opacity and Refraction.

 

Step 3 -Panning Detail Normal

Here is the List of Nodes we need:

  • World Position. Shader offsets = Absolute World Position
  • Constant. Value = 1200.0
  • Divide
  • Component Mask. R = Checked, G = Checked
  • Panner. Speed x = 0.01, Speed Y = -0.01
  • Panner. Speed x = -0.012, Speed Y = 0.015
  • Texture Sample (x2) – Both ‘Ground_Grass’
  • Add
  • Multiply
  • Constant 3 Vector

PanningDetailNormal_All

On the outside of the Panning Detail Normal, we need:

  • Multiply
  • Add
  • Constant 3 Vector (same as above)

PanningDetailNormal_All2

 

 

Step 4 – Panning Large Normal

Here are the nodes we need:

  • Absolute World Position. Shader offsets = Absolute World Position
  • Constant. Value = 1800.0
  • Divide
  • Component Mask. R = Checked, G = Checked.
  • Panner. Speed x = 0.01, Speed y = -0.1
  • Panner. Speed x = -0.014, Speed y = -0.04
  • Texture Sample (x2) Both Ground_Rippling Sand Dunes
  • Add
  • Constant 3 Vector (same as in step 3)
  • Multiply

Attach all of this to the Add-B  node outside of the Panning Detail Normal.

 

Step 5 – Water Movement and Flow

Here are the nodes we need:

  • Scalar Parameter. Parameter name = WaveSpeed, Default Value = 1
  • Time
  • Absolute World Position. Shader Offsets = Absolute World Position
  • Constant. Value = 1500.0
  • Multiply
  • Divide
  • Component Mask. R = Checked
  • Component Mask. G=Checked
  • Add (x2)
  • Sine. Period = 19.0
  • Sine.  Period = 3.0
  • Constant Bias Scale. Bias = 1.0, Scale = 0.5
  • Constant Bias Scale. Bias = 0.25, Scale = 0.125
  • Add
  • Append
  • Constant 2 Vector. R = 0, G = 0
  • Scalar Parameter. Parameter name = WaveHeight, Default Value = 20.0
  • Multiply

 

Attach the last multiply to World Position Offset

Modular Dock Building Test

I’m doing this as a small break and as an experiment to modular building. For my final Capstone project, i’m building a dock system that fits like a puzzle and flows well with the scene. This is how it went so far…

I placed my UE4 character in a maya scene. I then created a plane that was 20x20x1. I created a board that was 1x20x1 and duplicated it 20 times. and placed them along the length of the plane. The pivot point is placed at the corner of the boards.

(Don’t forget to have Snap to Grids turned on)

So what we have now is 20 planks of wood that are even sizes and placed along the length of the plane. We are going to duplicate this and put it off to the side.

We are going to now stagger the ends of Boards by 1-3 grid spaces in from the edges of the plane for the first set.
Now we are going to put the second set on the right side of the first set. Go through each board and extend the ends of the boards to connect to the first set. Once your finished, move that same set to the left side. Using the boards of the first set, connect them to the ends of the boards of the second set.

These already connect together along the length, and now these should fit like a puzzle piece along the sides like a checker board.

You can also adjust the boards to be different heights, Slightly separate widths and some can even be angled. You can even removed some boards. I also need to mention that not all 20 boards need to be different You can unwrap and texture 1 board and use that 4 times in the same set. For both sets, you dont even need multiple texture sheets, you can lay out all the pieces in 1; or if you texture the bottom of each board, you can flip them over and use that side.

Now to add some realism, you can add some supports to the bottom that go along the length of the sets. They don’t need to be perfect. You can even use one of the boards you already created.

I have some concerns with this because i don’t think they will fit along a proper grid system, even though they go well together. But i have yet to try.

 

Just to note, you don’t need to use 20x20x1 pieces, you can do 12x12x1 or even 10x10x1. This depends entirely on what grid system we would be using in the future. For my captsone, a 15×15 grid would be good but its not an even number.

Cheers,

Jason

Cloth Tutorial for UE4 – Part 1

So here is my first attempt at cloth for UE4. I’m also using Autodesk 3ds Max 2015 for the first time. So i’m going to also post notes on how to work with 3ds max.

First is movement around the screen:

  • Scroll Button is to zoom in and out.
  • Alt+Click Scroll Button is to rotate around center.
  • Click Scroll Button to translate the screen.Planes

To Create an object, on the right side is the object creator. I clicked the plane button and it created a plane (magic!). You can rotate the plane by changing the coordinates at the bottom of the screen.

Planes2

So i found out that you can change the way you manipulate objects using the same keys in maya.

W=Translate Tool.
E=Rotate Tool
R=Scale Tool

When you have an object selected, you can choose any of these tools and the 3 dimensions at the bottom change too.

Okay so i needed to smooth the plane i created. There is a bunch of tabs at the top, i went to Modelling –> Subdivision

Then i hit the Smooth button 5 times.

OR

while the object is selected,  go to Modifiers at the top –> Subdivision Surfaces –> TurboSmooth

This will give some options on the right, in which in our case, we want to make 5 Iterations.

Now i should unwrap the object…

Once you create your plane. Go to the bar on the right and beside the yellow star thing (create), there is a blue rainbow button (modify). Click that and it’ll open a set of new options. If you have just the one plane, it’ll say Plane001 underneath it. Under that it’ll be Modifier List, click this drop down menu and go to Unwrap UVW.

This should have create a subset of three options below it: Vertex, Edge, Polygon. Click on Polygon.
Scroll down the list until you find a button called ‘Open UV Editor’.

If you need to edit it, you can scroll down to the Projection box and hit the plane icon and choose the align option that fits your situation.

You should see a mesh of your cloth in the Edit UVWs window.
To export this:
Go to Tools –> Render UV Template
It should bring up a window called Render UVs. Set up your settings and click Render UV Template.
From here, it should bring up one more window called Render Map, Display Gamma 2.2, RGBA Color 16 Bit/Channel (1:1)
Click Save and save it as a file type you want.

So i created a cylinder and it will act as a curtain rod but not yet. I placed it on top of the plane and i made it the width of the plane.
I then go to the bottom and click the AutoKey button. i select the cylinder and make sure its full size at zero. I scrub the bar to 45 and then i scale down the cylinder to where i want the curtain to fold to.

Okay, so now turn off the AutoKey button.
Click on the Plane and go to the Modifier List and select Cloth.
While cloth is selected, Click on Object Properties in the Object box below.

Click on Add Objects, and Select the Cylinder001 and hit Add at the bottom.

In the object Properties box, make sure Plane001 is a Cloth and The preset is cotton. (In fact, we can change this to act however we want it to act, but in our case, because of the tutorial, lets not stray off the path yet. That will come later with experimentation).
With the Cylinder, we should have the Collision active at the bottom. (we can change the settings but we don’t need to).

So now we go to the Modify tab, click on Cloth and Select Group. Hit F3 to turn on wireframe.

Zoom in and select the first and last vertex and every 5 in between.
After you have all nodes selected, you go to the right and click Make Group and name it NonMoveable01.

Now with NonMoveable01 selected, click on Surface and from there, click on the Cylinder.

What that did was that the points we had selected will move along with the plane we created when we animate.

Press on the cloth and click Simulate. TaDa! Your cloth should wrinkle with the bar when it moves.
If we have any problems, we can select the cloth and in the properties, we can turn on Self Collision, and this will prevent the pieces of itself from going through itself.

Bonus!
You can add a second bar to the middle to have an interference. You pretty much do the same thing with a cylinder in the middle. Only instead of selecting Surface, you select Preserve. When you simulate, it’ll move both sections of the cylinders and each will control the cloth.

 

Now once your happy with how the cloth turned out…
You want to add a bone. Go to the Create tab –> Systems –> Bone IK Chain

Create the top node at the top of the Plane in the front viewport and select the end at the middle-ish area. Right click to end. You don’t need the second bone, so in the outliner, you can delete any secondary bones.

Apex
The reason we placed the bone at the top going down, is because this is how they did it in UE4 examples.

Select the cloth, add the Skin Modifer under the drop down menu. Go to Parameters –>Bones and hit Add and select the Bone001.

Now you want to work on your weight painting.

Go to the Plane again and add the Apex Clothing Modifier.
This crashed on me a couple of times but in the end it worked fine.
Go to Vertex and go to the Paint box.

Channel = Max Distance
Group = 1
Brush Value = 10 (change it as you paint further down)
(Note: 0 means the part of the cloth is STATIONARY. when you increase the value, that means the influence of the cloth is more affected.)

Apex2Apex3

Click the Green Paint Brush to start. But make sure the simluation is not on the cloth. To erase the simluation, just erase it. Then you can start the painting. When you simulate it again, it’ll react differently.

When your finished, now its time to export.

Export it as a .fbx file and name it whatever you want. Lets say Cloth1.
Now we also need to export it again, but instead of an .fbx, we want to export it as a PhysX and Apex file.

From here you can open up UE4 and import your files.

This is as far as i got… I have some minor bugs to fix before finishing.

Cheers,

Jason

 

UPDATE: I didn’t set it up in UE4 right. I still haven’t gotten it working but my file keeps crashing when i try to export the .apb. So i gave up on it for now until i attempt this again. It may very well work in UE4 if i set it up right.

BindingCloth1 Bone BindingCloth2 CylinderPart ClothSettings Bone2 CylinderSettings Simulate UnwrapUVM UnwrapUVM2 UnwrapUVM5 UnwrapUVM4 UnwrapUVM3

 

 

Creating Cloth in UE4 Intro

This is the introduction to my research project.

For the final  of our 3 year program at Durham College Game Development, we have to work on a Capstone project which will lead our Demo Reel at the end of the year. I’m replicating a piece created by Dhruv Chakkamadam.

dhruv-dhruvchakkamadam-2nd

 

To replicate this piece almost exact i would need to include cloth physics into the UE4 level. Since UE4 is relatively new, i’m doing my research project on the pipeline to create the cloth in Maya (or 3DS max) and import it into UE4. This will be step by step and highly detailed so everyone reading can follow this. I will also include pictures so people wont get lost.

Cheers,

Jason

My Experience with Modular Building

Experience in Modular Building and Optimization

So this is my first blog on this website. Since i’m working with gaming, I would like to share my experience of how my first attept at modular building went. So here goes nothing…

As some of you may know, we are in the newest generation of consoles and with that, new state-of-the-art software developed for the gaming industry to make things easier and faster. This is fantastic! Since the beginning, we were doing everything based of primitive code and 8-bit graphics and sounds. Now we are looking at high poly models and graphics that look so close to the real thing. We are in the time where everything is much easier to do and much easier to build what we imagine!

For this blog, i’m going to talk about my experience with only a couple of programs that are some of the most important in my classes right now.

The Unreal Engine 4 (Version 4.5.1)
Autodesk Maya 2015.

The first part is the technical aspect of how i got the beginning started.This is important because it gives us a background of how i started.

So to start off, the new dimensions of the characters in UE4 are 1.90m tall.
How do we know that this is the size of the new character? Lets run a quick tutorial on how to export the character from UE4 to Maya.

  • Open up UE4
  • Create a new example map.
  • Under the Content Browser, go to Blueprints.
  • From here, you’ll see a box called MyCharacter, Double Click to bring up the editor.
  • There are three tabs at the top: Defaults, Components, Graphs. Click on Defaults.
  • Under the Editing defaults box, there is a box called Mesh.ExportCharfromUe4
  • This is where you can change the character.
  • To find the character in the Content Browser, you can click the magnifying glass and it’ll bring up where you character is.
  • It should link you to the Character Tab in the Content Browser. Right click on the highlighted box and hit export.
  • This is where you can type in the name of the file and Save Type is .fbx.

Ok to continue on. You can import the character into Maya2015 using the exported .fbx file for the character.

  • File–> Import–>[Characterfilename].fbx

As a rule of thumb, i’m going to say that the original axis for the world is 0,0,0. The character will import at these coordinates.

So to note, i am working with a 1000 x 100 x 10 grid in maya. Grid2

With this, we can create props that are accurate to character size and can also snap parts to a proper grid system. In most of my cases, i’m going to turn on Snaps to Points and Snap to Grids.

Grid1

So lets start with creating a cube.

Without all the divides, the cube should start at a 1x1x1 dimensional value. The character will be at least 200x this along the height (technically 19 but lets keep it even).

ImportedCharacter

So i changed the dimensions of the cube to 80x200x40. This is about the size of the character in cube form. So now we have the size of which we can design our doors and walls.

To test this theory in UE4, we can create a few objects in maya, export them as .fbx files and change the collision settings so our character can interact with them.

(Note: i didn’t forget to Freeze Transformations and delete all history for the objects before exporting.)

I’m also going to note that the vertical height of a character in UE4 can travel is at a 30degree angle smoothly. Can’t climb a 45degree and anywhere in between he struggles.
Also, the character can jump exactly 200 vertical units.BoxDimension1

So now back to the main reason i’m blogging about this. This next part is the what i did wrong the first time i started my first modular building.

So I decided that i’ll use planes to start. Once i created a plane, i changed its dimensions from 1x1x1 to 100x1x100. From here i duplicated the plane (ctrl+d) and changed the original plane to have no subdivisions. Now i have two planes that are equal size but the plane with less subdivisions has less polygons/triangles. Planes

I figured i would use these as individual floor pieces for the level. This was planned to keep it super simple and each piece fit together. Not a bad idea but when i imported a floor piece into UE4, there was some transparency issues on the underside of the plane and since each piece was 1 unit thick, this doesn’t end well when you put two planes together back to back. This just causes interference problems between models. Putting together rooms became a huge problem because i would have to put a gap in between rooms to divide sections, and that would require creating smaller planes to fill in sections. Then the texture unwrapping for all the pieces would get super complicated.  There is a picture attached that shows a room created in maya using planes, here are the pieces:

  • 3 walls
  • Ceiling
  • Floor
  • divider for the top
  • divider for the floor (which can be the same as the top)
  • divider for the next room
  • Piece that connects the top divider and the divider for the next room.
  • RoomofPlanes

if i wanted to have rooms back to back, i couldn’t simple put two pieces together. Doing room separation pieces would be a lot of pieces to consider.

 

What went right!

The good thing about this is that each wall and floor piece can be individual and textured separately. This can allow seamless texturing without too much effort. Example: You can texture a single floor piece to have 4 tiles each and make a whole kitchen by just putting pieces together. One plane can be unwrapped and can multiple textures.  If there is a Piece that is half tile and half carpet, you can easily change 1 plane to be different.

So the whole concept of having tiles floor pieces is good but have them as planes can be difficult.

The way i make the planes actually snap together in UE4 perfectly when you change the Snap Sizes to 5.

I’ll have another blog up soon about how i did with level building.

Cheers,

Jason