Monday, August 31, 2009
FILE FRONT FILES and SKETCHUP MODEL
For my Final Animation map follow this link:
http://www.filefront.com/14435981/z3292087Final_Movie.cry
For my map with slidding doors, rain, thunder and night time follow this link:
http://www.filefront.com/14436003/z3292087Night_Version.cry/
http://www.filefront.com/14435981/z3292087Final_Movie.cry
For my map with slidding doors, rain, thunder and night time follow this link:
http://www.filefront.com/14436003/z3292087Night_Version.cry/
I uploaded the crysis geometry file and the material. Also my SketchUp File:
http://sketchup.google.com/3dwarehouse/details?mid=999b0240228e55ce8d0514d3da52bc31
RAMP FILE:
http://www.filefront.com/14436013/z3292087_RAMP.cgf
MATERIAL FILE:
http://www.filefront.com/14436015/z3292087_RAMP_Material.mtl/
http://sketchup.google.com/3dwarehouse/details?mid=999b0240228e55ce8d0514d3da52bc31
RAMP FILE:
http://www.filefront.com/14436013/z3292087_RAMP.cgf
MATERIAL FILE:
http://www.filefront.com/14436015/z3292087_RAMP_Material.mtl/
Saturday, August 22, 2009
Practice Machinima Documentary
Watch without sound first! Then watch with sound!
Interesting how watching without sound can give a different meaning and understanding compared to watching with sound.
For this documentary I have used the Reflexive and Observational modes.
I wanted to engage actively with the issues of realism, representation and also the use of voice-over commentary.
I believe with using these modes the viewer has a better understanding of what is really happening. Gives the viewer a more detailed and broader context.
Interesting how watching without sound can give a different meaning and understanding compared to watching with sound.
For this documentary I have used the Reflexive and Observational modes.
I wanted to engage actively with the issues of realism, representation and also the use of voice-over commentary.
I believe with using these modes the viewer has a better understanding of what is really happening. Gives the viewer a more detailed and broader context.
Wednesday, August 19, 2009
Wednesday, August 12, 2009
C4 Explosion
Basically here I placed C4 inside the centre of the house. It will be interesting to see if the roof of the house will get blown all the way up into the air or fall back onto the floor leaving only the internal and external walls blown up and destroyed.
Was expecting a bit more from that. But anyway as you can see the roof came back down onto the ground and didn't exploded into thin pieces.
Was expecting a bit more from that. But anyway as you can see the roof came back down onto the ground and didn't exploded into thin pieces.
Car Explosion
Ok here I was having a bit too much fun with the editor playing around with gravity volume. I placed quite a lot of cars. These cars all have petrol in them. So once it hits something hard. It explodes! Take a look for yourself.
I was also impressed by this because the amount of debris you get and even more debris after something has already been blown up. Pretty cool I think!
I was also impressed by this because the amount of debris you get and even more debris after something has already been blown up. Pretty cool I think!
Red Barrel Explosion
I placed Red Barrels along one side of the house. I believe that the debris from the side that got blown up would knock down the other parts of the house. My theory is that if the physics is 100% accurate in the editor then my hypothesis should be correct.
As you can see from the 2nd view I was correct and very pleased to see how realistic this editor can be!
As you can see from the 2nd view I was correct and very pleased to see how realistic this editor can be!
Wednesday, August 5, 2009
Capture A Still - Landscape Feature - Waterfall
The image below is of my map. I spent the whole day playing around with the editor testing out different things. The most interesting feature I managed to create was the waterfall feature. This took the longest to complete.
I had to place different entities at right scales and orientations to achieve the water running down the rocks. I also had to create a fake water source at the top of the fall and create the ripple effect on the water at the bottom of the fall. To finish the feature off I gave it an audio source file by using the Soundspot properties.
By adjusting the volume radius it allows you to have a more realistic interaction with the environment. As you get closer to the waterfall the audio source for it becomes louder. Once you start moving away from the feature the audio starts to fade away.
You can also see I have been playing around with the explosives. I managed to get the cars to react to the shock wave impact from the explosion by playing around with the gravityVolume properties.
I had to place different entities at right scales and orientations to achieve the water running down the rocks. I also had to create a fake water source at the top of the fall and create the ripple effect on the water at the bottom of the fall. To finish the feature off I gave it an audio source file by using the Soundspot properties.
By adjusting the volume radius it allows you to have a more realistic interaction with the environment. As you get closer to the waterfall the audio source for it becomes louder. Once you start moving away from the feature the audio starts to fade away.
You can also see I have been playing around with the explosives. I managed to get the cars to react to the shock wave impact from the explosion by playing around with the gravityVolume properties.
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