Thursday, November 1, 2012

Realistic Reveal - Fire Nation War Room

Assault on the Fire Nation: War Room
Made in Unreal


I did the War Room from the Avatar. The War Room really isn't its own space in the Avatar universe as is just shares with the throne room. However in order to fulfill the requirements of the assignment, which was to make it our own and not completely copy the design of the show. So I decided to give it its own space as an extension of the Fire Palace. This room takes place years after the original show. I researched South East Asia culture that the Fire Palace is based off of to add extra things to the environment that normally wasn't in Avatar, like chairs for example for they are not completely design in a European style. The setting of this takes place about 20 years after the end of the Last Airbender, to give us an unknown time lapse in which to work.

In the Avatar universe we notice that Fire Nation really doesn't have a War Room in the Palace. The War Room basically shares the same space as Throne Room with just a little cut off map on the floor. I personally wanted to explore the possibilities in which the War Room had is own personal space to call its own.


Check out my other teammates and their contributions on their blogs.


Samantha Sexe (Dinning Room) - ringlingssexe.blogspot.com
William Avery (Atrium/Garden) - wharrisonavery.blogspot.com
Spencer Curtis (Throne Room) - spencercurtis.blogspot.com


Planning - Isometric Layout




Asset List
Primary
Secondary
Hero Asset


1. Wall Map
2. Table Map
3. Banner
4. Table square
5. Table round
6. Bookcase/Weapons case
7. Hawk feathers
8. Window
9. Wall
10. Chair
11. Column
12. Papers/Scrolls
13. Lights
14. Dragon





Blocking out BSP



Dragon Head







Plotting out placement of key assets


The hero asset, which is the table seams to be too small so I am going to expand it and add more chairs. Doing this will also help fill in that negative space. Also the dragon head fills crapped so I am going to raise the roof. This will hopefully help make to room seem bigger.

And I am going to get rid of these tables because even though they fill up the space, they make no sense in being there.






First pass modeling 


I am rethinking how my space is coming along. The main problem has to deal with the stone work and just design over all. Everything is painfully tillable to the point that it makes the space seem even flatter then possible and just plain unrealistic.This room just doesn't feel like the Fire Nation at all, which is inspired by Chinese and Egyptian architecture. I am thinking of starting over on some assets, like the columns.





Remodeling Columns

Remodeled the Columns and modeled the ceiling. Decided to go with red dragon columns, they feel like they fit right in with the Fire Palace's architecture more so then stone arcs. Next up I have to fix the floor.






Fixing the Floor

Okay, I've fixed the floor. I brought in clay tiles that blend in with the warm colored environment. Now Iam playing around with the size of the actual tiles.


I also have to put in some fire particles for the lamps later.





Messing around with vertex painting on the floor.

Before Production build



After Production build












 Final


Biome - Temperate Rainforest

Biome - Temperate Rainforest 

Graph of Biomes


Thumbnails of compositions



















Rough Blockout (Plants belong to UDK and are just there for place holders.)












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First Pass with Log, Fern, and Rock.












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Progress adding mesh painting and tweaking textures.













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Adding terrain and fixing textures.
The cattails didn't look good so I took them out for now, might bring them back later after tweaking them a bit. I
brung the foreground in because the space seem to be too wide. It was just a lot of unnecessary open space that needed to be fill. 












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How to make plants "Move"
In the beginning your WHOLE mesh will move and look crazy, but we can fix that as you continue to read more.















Painting on movement is just like mesh painting for texture. Remember that in the beginning your WHOLE mesh is going to be moving its good to fill the value in black first using the bucket tool. This will make your whole mesh still but you can then go in and paint in individually the verts that you want to move. 
As so . . 
















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Putting on the final touches.













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Final















Before and After

Before and After

Crate, Barrel, and Bottle

Crate- Metal Bucket

Before- Clean
After- Covered in blood and spit a little.


Barrel- Gym Locker

Before- Clean

After- Slightly rusted with age and maybe a punched dint.


Bottle- Waterbottle (Mainly for sip and spit)

Before- Clean

After- Wet with condensation and maybe bent.


Progress (Modeling)



Final

Modular Kit - Boxing Gym

Highlighted Assets




Progress- Maya block out

Progress- UDK test

Final