Design Exploration

 

27 April 2024- 3 July 2024

NABIL JULIUS DORN (037978)
(SUBJECT) | Bachelor of Design in Creative Media | Taylor's University
Task 1: TITLE


List

INSTRUCTIONS

This is the Module Information Booklet for this module: 




Module briefing:

This module enables students to explore and widen their individual technology and design competencies for their chosen area of specialization. Students will be able to investigate and aim to broaden their design exploration to meet current and future forecasted technology or creative media design directions.

This module allows students to self-generate a brief on a chosen area of technological specialization or creative design innovation. The students will research and prototype cutting edge technology or design
innovations in an area to be agreed with the lecturers and from its findings generate concepts which could potentially enhance the existing technology or design practice and extend the boundaries of currently available technology and the design industry. Assessment will be by presentation and mock-up of the prototype.

TASK - Proposal


During the proposal presentation, I decided to go forward with 3D environment design animation but while also learning a new 3D program called Unreal Engine 5.5.

Moodboard

Fig 1 Character and props inspiration

Fig 2 Landscape aesthetic inspiration

Fig 3 Atmosphere of environment

Fig 4 Scene inspiration of temple

My idea was to have a character come out of a dark cave-like scene into an opening showing a lake or a body of water with an abandoned temple in the distance. 

The scene would have subtle animations of the foliage, some animals as well as the body of water. It would also showcase the character moving into the scene and the camera view.

Scene Preparation

I first started out by blocking out the scene in Unreal Engine using assets from a free project called Electric Dreams Environment as well as a free temple asset pack from Max Hay.

Fig 5 Temple asset pack from Max Hay

Fig 6 Landscape assets from Electric Dreams Environment pack

After collecting all the assets I planned to use, I began blocking out the landscape and camera angle for the initial video.

Fig 7 Scene blocking out

Below is the final scene from above after placing all the different objects.

Fig 8 Arial shot of final landscape

After placing all the various general landscape elements, such as rocks and some vegetation, I began detailing the environment to make it feel more natural and living.


Fig 9 Landscape detail

Fig 10 Temple Ruin detail

Fig 11 Temple Detail with frog

Fig 12 Landscape detail


After adding all the necessary detail, I began adding particle systems and camera placements for the different video shots

Fig 13 Landscape camera placement

Fig 14 Landscape camera placements

Fig 15 Particle system for falling leaves


I added a character to provide a realistic and relatable figure that the viewer can identify with.

Fig 16 Character

I then added more moving parts to bring the environment to life, such as animating birds flying through the screen and a frog jumping into the water.

Fig 17 Bird model

Fig 18 Frog model


I began animating the cameras movement, the characters animation, and the animals movements using the Unreal Engine sequencer.

Fig 19 UE5 sequencer


Here are more screenshots of the environment made during this project:

FIg 20 Temple ruin

Fig 21 landscape shot

Fig 22 God rays through the trees

Fig 23 Temple detail
Presentation:



Final Video: Link




FEEDBACK

W2: Mr Asrizal approved of my initial idea

W3: Mr Asrizal approved my proposal idea of the 3D landscape animation.

W6: There wasn't a character yet in the environment as I had planned in the proposal, so Mr Asrizal made a remark regarding that. Otherwise he said the environment was impressive!

W9: After adding the character in, and doing final touches, the environment was almost ready. Mr Asrizal asked for me to compile my progress and project details for submission.

REFLECTIONS

It was always my goal to pick up Unreal Engine as it was suggested by so many people online, and my friends, to try, but I've never had the opportunity or time to really pick it up and learn it. Having this module not only allowed me to actually sit down and learn it, but I made it compulsory for myself to learn it during this module. 

Learning Unreal Engine was not only complicated but also very fun. This would have been a mountain for me to climb and accomplish if it weren't for my previous knowledge of using other 3D programs such as Blender. The comparison between the two, however, is vast, but they also share some common similarities. It was so refreshing for me to design environments and see them all interact with each other in real time. This was only possible through Unreal Engine's optimization in performance. 

I am grateful to Mr. Asrizal for allowing me full creative freedom in this project. This module was a very fun and very interesting subject.



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