Tuesday, July 28, 2020

Killhouse Remake Week7?? Props?

So not what I was really expecting with either with this post. I ran into several issues with my Unreal project kind of breaking on me. I think it had something to do with the ray-tracing settings I enabled and it bugging it out but I wasn't able to properly add or remove lights anymore and the whole scene just wasn't rendering. I'm sure its something simple but I thought rather than waste time troubleshooting the problem I would go in and see how many props I can make for the scene so I don't have to rely on asset packs and Megascans which is what I was planning on using for the filler objects. I was able to make all these props in a week (not really counting the tires since I borrowed them from a different project and gave them a material).












Tuesday, July 21, 2020

Killhouse Remake Week 6 | Shipping Container Pt 2

Finished the shipping container and have it in engine. Did 3 texture variations. Still have so much to do!!!!!! But at least these are done.








Tuesday, July 14, 2020

Killhouse Remake Week 5 | Shipping Container

Working on the shipping container model this week. High-poly very close to finished. Low-poly close behind.


Reference






Tuesday, July 7, 2020

Killhouse Remake Week 4

Still working on the level. Lots to do in the next few weeks that are left. I feel like its coming along pretty well. I dipped my toes into the shader graph a bit more and created this fake fog effect I have attached to my lights, as well as two blend materials. Thanks YouTube! I made major progress on the overall and lighting which I am starting to become happy with. Still need more material variety. Got to model shipping containers now those blocks with normal maps on it just aren't cutting it. Here is my progress:







Shader stuff:








Tuesday, June 30, 2020

Killhouse Remake Week 3

So I am pretty behind this week. Capstone killed me lol...
Anyway I fixed a lot of technical issues with the UVs. I added extra geometry to the ceiling such as windows and fans, and cut out areas in the main building area for doors. I brought in some asset packs that I think will fit nicely with the Megascans assets I am using. I restarted the lighting and switched to a more golden hour type lighting outside so I can get some night lighting peaking in and shadows from the cut out areas, but at the same time be able to add my own lights to the and have enough control.

I found a raw scan of a destroyed car on Substance of all places, so I think I will try and retopo that quickly with ZBrush and get the car assets in the scene. Next week is going to be all about playing with Megascans and Mixer. The scene will look much better once I clutter the scene with assets, get more material variation going with blend textures and decals. Should have a very rough level by next week then plan on working more on it after the deadline. 







Basically following this workflow exactly:
https://youtu.be/hi7A6D0TDfQ

Tuesday, June 23, 2020

Killhouse Remake Week 2

Week 2. Punched out holes in the upper areas of the level. Did most of the UVs for both the texture maps and the lightmaps, but still need to fix several areas. Imported a pack of IES light textures to play with. Played around with Megascans for a bit and imported some assets and materials to begin placing on the models. Next week will be fixing the uv issues, working on the shipping container model, and trying to get the lighting to look better. 



Tuesday, June 16, 2020

Killhouse Remake Week 1 - Block out

Alright, time for the big project! "Remastering" Killhouse from Call of Duty 4.

Now, technically this map has been recreated twice. Once for Modern Warfare Remastered, and once for CoD Mobile. The official remastered map will be referenced as well. The official remastered map was running on their now older graphics engine, so I will also be referencing the map King from the latest Modern Warfare game since it is in a similar environment and shares the type of materials as the original Killhouse map.


Original Map


Map "King" from the latest Modern Warfare title. Similar type of environment, materials and props used as Killhouse. Using as inspiration and reference on the quality bar or exceed if I want to be able to work for Raven Software. Also want to achieve the same type of dramatic lighting without negatively affecting gameplay as seen above when recreating Killhouse.

Beginning block out in Maya and testing in UE4. Blocked out the main game-play geometry.




First thing I began to try and tackle is matching the scale. I loaded up the original map and timed myself walking (not sprinting) across the map in both horizontal and vertical directions. Then in UE4, I used a box brush and kept scaling it until it matched about the same speed as what was in CoD 4.
I exported the BSP in Maya and overlayed the top down map of Killhouse and began blocking out all the core gameplay areas.

This map:



Schedule:

Since this is a huge project with a lot of pieces I decided to break things down into what is a hero asset and what isn't. I will be using some asset packs as well as using Megascans to help aid the creation of the map.

Week 1: Gather reference, block out core areas, setup UE4 project, divide up asset creation.

Week 2: Bring in basic materials on all block out assets in Engine. Import megascan assets and unreal market place assets to begin to clutter the map, and place in areas of the map that are missing geometry.

Week 3: Create shipping container asset (full high-to-low poly pipeline) and begin lighting scene.

Week 4: Crate any custom decals needed, clutter map with assets and decals, render out scene with basic post-processing.

Post week 4 project: Work on remaining hero assets such as the video camera with tripod, ammo crates, and vending machine asset as scene in the very back of the map. For the car assets in the map, I plan on searching for a scan of a destroyed car that I can purchase and create a low-poly model for. I did notice in the latest Call of Duty game it does look like the destroyed car assets have been created from scans.

Tuesday, June 9, 2020

Next Project

Next project I will be working on a "remaster" of the map "Killhouse" from Call of Duty 4.


Pistol Week 4 (Final)

Final renders of the Tec-9. Pretty happy with the results.