Friday, May 29, 2009
Project Progress
Team Meeting
Specialisations
Week 10 Studio Class
Thursday, May 21, 2009
Team Plan for Polished Fabrication
This is the new Team Fabrication Plan of Team Urbans. This plan's purpose is to further enhance our model and environment from the last assignment. Our process for development will be based upon:
- critiques from "Final Fabrication"
- implementation of explored specialisations
- defining areas we believe will polish our Crysis environments to a level of high detail, functionality and a believable level of immersion
Weaknesses
- Textures on building
- Water elements
- Lighting interior
- AI
- Model improvements
- Sun/light fixture
- Surrounding vegetation
- Interactivity
- Surrounding buildings
Collaborative Specialisations
- programming, skinning, etc.
- custom animated models (people, vehicles etc)
- advanced AI
- analysis
- cut scenes
custom materials and textures {Team Urbans – Pui Pui} - elevators, escalators etc
- on screen overlays (text, information, etc.)
- weather controls
- cutscenes, staged walkthroughs, etc.
- traffic control
- advanced sound
- custom mini map
- custom lighting interactivity
- advanced water
- advanced textures
- video (materials, web, etc.) {Team Urbans – Michael}
- custom characters (change Default, etc.) {Team Urbans – Joanne}
- advanced elevators (movers, escalators, etc.)
- advanced player movement (teleportation, flying, etc.)
- custom vegetation
- advanced environments {Team Urbans – Gordon}
Expected Level of Resolution
- Surrounding terrain reduction
- Complete environment modelling
- Add more AI
- Exterior Lighting modelling
- Interior video
- Exterior video
- Video editing
- Complete final model design
- Textures and applied materials
- Create sun/light animation
- Complete team blog
- Explore specialisations
Individual Tasks
Michael:
- Manage and organise team
- Write Team Fabrication Plan
- Work on individual specialisation
- Update, management and team blog
- Work out new design – (research, sketches, modelling in 3dsmax etc.)
- Modelling building in 3dsmax (Working with Pui Pui)
- Recreate Sun/light fixture animation in max then Crysis
- Create sarcophagus in Sketchup
- Create gargoyles in Sketchup
- Export all components of the model into Crysis
- Research relevant custom materials
- Develop textures for model inside Crysis
- Internal Lighting
- Develop Crysis surrounding buildings
- Make internal videos
- Research music for videos
- Create Information/presentation boards inside model
- Create vegetation for model
Joanne:
- Assist model improvements
- work on presentation plan
- Create and edit trailer videos
- Create and edit extended videos
Gordon:
- Finish surrounding buildings
- Get objects onto a better layer structure
- Add AI groups to streets, paths and Cenotaph
- Add traffic to roads
- Add invisible barrier to a 500m radius around our working area, delete unseen stuff outside it to reduce polys
- Fix sounds that appear to be broken
- Fix the lake
- Import more European looking trees
- Look at putting a boat on the lake
- Adding cameras and cut scenes (some at Dusk)
- Populate park with benches, get AI to sit down
- Add an underground cave leading to "the real tomb"
Pui Pui:
- Recreate model in max
- entrance stairs, pyramid stairs, interior stairs
- Reduce planter boxes
- Create slab underneath building
- Create inner half of sphere
- Pyramid stairs on first level platform
- change entrance opening (semicircle shape)
- Circular platform
- Railings for platfrom
- Entrance opening in pyramid stairs
- Display board shapes
- Split 3ds max model into individual components for exporting
Timeline and Schedule of Work Outcomes
Team Urbans has outlined a proposed timeline and scheduled tasks. Tasks are delegated to each memeber of the group and a specified timeframe for their tasks are needed for further development of the project.
By week 9:
- Recreate all components of the model inside 3ds max
- Start refining surrounding buildings
- learn how to export from 3dsmax to Crysis more efficiently
By week 10:
- Export all components of model to Crysis
- Develop landscape and terrain
- Start texturing model in Crysis
- Develop environment (roads, street signs, buildings, curbs)
By week 11:
- Model and Crysis environment complete with all textures
- Finish developing vegetation and natural environment
- Exterior lighting
- Light animation
- Create statues and sarcophagus in Sketchup
- Dome lighting and texture - for virtual sky
- Recreate river/lake
By week 12:
- Interior lighting
- Frap videos so we can make 2 videos
- Develop AI
- Develop images for information boards
- Make information boards
- Develop a presentation plan
By week 13:
- Refine all elements of Crysis environment
- Start editing trailer video
- Create extended video
- Capture 10 stunning images
- Complete team blog
Team Urbans Meeting with Class Tutors
Areas of improvement for Team Fabrication
Final Presentations
Thursday, May 7, 2009
Assignment 2 - Final Fabrication
The Cenotaph, designed by Etienne-Louis Boullée has greatly influenced contemporary architects; he was a visionary French Neoclassicism designer, and so it is important to consider his intent in creating the Cenotaph. This design explores geometric forms that are used at such a scale, that the architectural boundaries are pushed to stamp a bold statement. Each element that is used in the design, help explore the importance of the environment it’s placed in. The Cenotaph’s purpose and intent is complimented by an array of simple elements, such as the importance of strategically placed trees counter parted with layered tiers, and the significance of texture and curvature. All ingredients that suggest a form of elegance and classism. Boullée promoted the idea of making architecture expressive of its purpose. The elements and techniques that the Cenotaph employs are dedicated to the English scientist Isaac Newton. Memorialising his work as a physicist and also immortalising his life and influence in life, in space.
The Cenotaph that has been re-created in Crysis explores a degree of movement of two worlds. A classic style building situated inside of a natural environment, that being Regents park London. The second being our virtual interior solar system.
Our intent was to contrast these two aspects of the design and hence create an impact. The initial impact, when one walks in view of the Cenotaph and appreciates the sheer size of the building in a natural setting and then, again as they enter the confines of the building. A captured virtual night sky/solar system. The building fully expresses itself in the daytime as one walks through the familiar park lands in sunlight, then dramatically enters a mystifying world of stars, comets and an illuminating sun globe. The atmosphere articulated through the internal space, outlines the buildings performance to create an interactive experience. The dome and sphere is a main focal point both as an exterior and interior element. The roofs punched holes allow for the sunlight to shine beams of light and reconstruct stars above you, immersing the public in this unrealistic world in such a normal setting.
The Cenotaph is placed in a milieu of significance, memorialising the fact that Isaac Newton himself is buried in London. Regents Park takes on a persona that helps to provoke a feeling of belonging and monumental importance in providing the utmost appropriate environment for this design. The site is boarded by London itself. A skyline of the city can be seen from the Cenotaph. The cityscape encroaches into the park and the Cenotaph’s position in the heart of the park and also the heart of the city encourages for the building to paint a significant influence as an architectural piece.The trees that are placed surrounding the building help to create a reference point for people to appreciate the impact and scale of the Cenotaph.
The natural vegetation of the site also form a sensation of peace and tranquillity that helps prepares people as they walk into the design. Inviting the public to explore the night experience inside.
The textures and form produces a design that unites classism with sophistication. The textures that were used are considered to be weathered natural materials with earthy tones providing a realism of the building once coming from the Earth.
Up until now Boullee’s vision has forever been left unrealised, leaving this pivitol work in the imagination of all those who admire it. Here we have tried, at least in part, to realise this building virtually in a contemporary context so that it might finally have a life in the virtual world if currently it is still practically impossible to realise physically.
Final Crysis Environment:
Wednesday, May 6, 2009
Final Model
Monday, May 4, 2009
Sunday, May 3, 2009
Project Progress - Dome

Project Progress - Adding Custom Textures
Because we exported from 3dsmax to Crysis, all of our existing textures were lost during the process. We had to start re-texturing from scratch through Crysis. The process involves converting all of our jpeg textures into dds files. As photoshop does not have the ability to do this, Michael downloaded a open source software called paint.net.From there he converted the files and also resized the images 128x128 pixels.Then from crysis, I opened "material editor" inside the view tab and selected the desired object to be materialised.

Team Meeting
Project Progress - Exporting From 3dsmax to Crysis
After finishing our model in 3dsmax, we discovered the complications of importing into Crysis. Some of the difficulties we ran into were:
- Uni lab level 3 computers licence for 3dsmax no longer works
- Uni lab level 2 computers runs 3dsmax 2009 which is the only version that wont export into crysis using a SDK plug-in
- Rebecca's laptop for some reason refuses to accept the plug-in even though shes running max 9
- Crysis does not like to import huge collection of objects
- Crysis will not import textures assigned in 3dsmax
- Some imported elements in crysis wll either be scaled down by a 3rd of the size or even mulitplied by 10 times the actual size
- Crysis did not like importing our hedges created in 3dsmax (reason for this is because of its high detail and numerous compents - stems, leaves, textures, etc)
Step 1.
Split up your 3dsmax model into pieces, crysis doesn't many groups of objects being exported at once. We divided the model into 3 main groups. The sphere, the base and the rafters. Rename each file and continue to export from there.
Fig 2.) "Base" in Crysis
Fig 3.) "Sphere" in 3dsmax
Fig 4.) "Sphere" in Crysis
Fig 5.) "Rafters" in 3dsmaxeg. C:\Program files\Electronic Arts\Crytek\Crysis\Game\Objects
Step 3.
- Select File > New
- New Scene > Select New All
- File > Import
- 3ds (3D Studio) import > Select 'completely replace...'
- Save in C:\Program files\Electronic Arts\Crytek\Crysis\Game\Objects
- Group all objects
- Name it the same name you just saved it as
- add selected
- Export to Gemetry (*.cgf)
- Export Nodes
Step 4.
In Crysis:
- Create a terrain
- Go to objects in your roll over menu (right hand side)
- Select Brush
- Your new object you just exported should be in the list
- drag it into your terrain
Note: We discovered that everytime you make a new object (.cgf file). You have to close the crysis editor and reload the program for the object to appear in you brush list. (Unfortunately it does not refresh the list inside the program automatically)
From there we continued to export each group of elements and assigned the same coordinate points for all objects so that they would snap back to together in there original positions.
Friday, May 1, 2009
Week 7 Studio Class
- local council
- dept. of planning
- developers
- architects
- etc.
All of these actors have to combine every amount of information; plans, data sets, research and ideas to successfully create a structure for urban design.
Their every involvement acts to facilitate the overall goal to create a cohesive and highly functional city. This in turn improves its use as a living environment and pushes for buildings to use other external factors in its design. A concept that will probably be more apparent in the years to come, as all this information may be one day systemised and easy accessible to those who need it.












































