Tuesday, June 9, 2015

Oculus Project Final Presentation

PDF of presentation: https://www.dropbox.com/s/r269lwpdd8mwoxn/Oculus%20%281%29.pdf?dl=0 Presentation Feedback: As part of the presentation we required participants to test the Oculus Rift, immersing themselves in our environment that we have collaborated and worked on as a group. The aim of the project was to outline and show users how dangerous using one of the construction vehicles can be on a Hong Kong construction site. In the end, participants...

Unreal Engine - Achieving First Person Perspective

Trying to find a solution for the First Person Perspective, which could then be used with the Oculus Rift, was tricky and involved a lot of trial and error. The UE4 documentation didn't have a direct solution to this, and after a lot of searching I couldn't find one anywhere else on the internet. https://answers.unrealengine.com/questions/28024/onactorbeginoverlap-teleport-broken.htmlhttps://answers.unrealengine.com/questions/27434/how-do-i-teleport-the-player-controller-to-a-new-l.html I...

Monday, June 8, 2015

UE4 - Danger Zones in Site Model

To demonstrate the danger with operating these heavy machines, and the limited view they offer the driver, we decided to create "Danger Zones" around each of the cabins, with obstacles or workers in blind/hard to see places. Crane From this view, the crane operator can't see anything under the structure, and from this distance, sight is extremely limited. Also, the reflections off of the glass in the cabin add to the lack of visibility. Excavator We...

UE4 - Material Blueprints

Materials in Unreal Engine 4 are one of my favourite parts of using this engine. They are incredibly simple to create and apply, using the same Blueprints visual scripting system that's used to code anything in the engine. I think the best example of this is creating a glass material. In any other engine or modelling program, to create quality transparent and reflective glass could take a lot of messing around and playing with different variables,...

UE4 - Exporting 3DS to UE4

Exporting was a relatively a pleasantly simple process, compared to attempts with other engines and programs. The plugin was built into UE4, an FBX importer, and so all was needed was to export from 3DS as a .fbx file, the file was then placed in the level content folder in your file browser, you can then set the asset location, I created a new folder called "Oculus_Assets", UE4 would then immediately recognise this and ask if you want to...

Modelling - Applying Textures, 3DS Max to UE4

Oculus Project Texturing Process During the texturing phase of the oculus project our group had difficulties understanding how to properly apply materials in 3ds and making it appear in UE4. Our original understanding of the process was to apply materials using Vray in 3ds & importing the model in UE4 as well as the materials. There was alot of confusion when the model was imported into UE4 and none of the original materials appeared. This...

Sunday, June 7, 2015

Modelling - Excavator (Dara)

During research for our back brief presentation for our project we concluded that we will be modelling the Volvo Compact EC55C Excavator. Link to full brochure. Interior perspective of excavator. Volvo Compact EC55C Modelling the excavator - Scale In the brochure the only dimensions that were available was for the exterior of the cab. We used those dimensions to model the main view port of the interior. All other objects were modelled...

Modelling - Crane (Shanny)

To start the project, we needed to gather as much information and resources possible to assist with the modelling process.  What our crane will be modelled after: Liebherr 380 EC-B 16 Litronic tower crane Pictures provided from the Liebherr brochure: This will assist in using the correct textures and the basic shape/components of a Hong Kong construction crane: and this SketchUp model found in google's 3d warehouse...

Friday, June 5, 2015

Modelling - Truck (Daniel & Matthew)

Gathering information on a truck model used on a Hong Kong construction site was made easy by www.volvotrucks.com. We decided to model the new Volvo FMX truck, the Volvo website has every feature both external and internal strongly document in detail with images to suit. The picture below was taken from the Volvo Trucks website and is of the Volvo FMX Sleeper Cab: As the trucks cabin was slightly larger than the crane and excavator we decided...

Thursday, June 4, 2015

Modelling - The Basics 3DS Max

Editable Poly & Control Points Converting to Editable Poly During the modelling process of the Oculus project objects were all converted to editable poly to gain control of manipulating the objects. Objects could have been converted to editable mesh resulting in the same functions but the main difference of creating more control points by triangulating the faces of the object. To create a object to a editable poly : - Right Click an...

Monday, June 1, 2015