For this project I'm working on a team of 5 to create a virtual reality experience for No Country for Old Men. I'm working with three modelers and one other tech artist. The virtual reality experience will be done in unreal engine and before this post we build a white box of our environment and some very simple lighting. Some documentation was also made to keep our team on track. For this sprint I worked a lot on research, analyzing our environment, dummy lighting demos, shader creation and initial rigging for our phone prop.
Before I get into all the fun art I needed to analyze our scene and really look at everything that is happening to understand how the world of No Country for Old Men needs to be created. Our amazing modelers can create all the props, scale the props, and build the scene with their creations but there are other factors that need to be considered and looked at so I created a document and documented the lighting, SFX, and went over our animation style for our scene based on our clip in the Eagle Pass Hotel and a talk with our project lead.
For our special effects, the main one is the gun shot that comes from both the player and Anton (bad guy). The special effect would be created using Niagara and would either be a particle or flash effect. The special effects under consideration is the drapes by the windows, shattered glass, and wood splints. These are under consideration because either they could be created a different way using rigging or it depends on if we have time for it.
Gun shot example from the scene
Drapery by the window
When looking at the lighting in the scene, I was seeing how the lighting was telling the story and there was a hot and cold color combination. The main lighting comes from the lamp on the bed. The secondary lighting comes from the windows which is the outside world and the third lighting source comes from under the door. There is a fourth light source that comes from the character weapon when fired and there is a small flashing red light on the tracker the player will find. In our project scene, there should be one main directional light that is set to moveable and is the only light that gives shadows. Most of the lighting in the scene is warm unless it is going through the drapes by the window. The lighting through the drapes creates a cool blue color. The lamp by the bed creates a warm yellow tone and the outside world has a warmer orange tone if it is not going through the drapes. Under the door is a light yellow tone you typically see in an old hotel hallway.
Hallway light and lighting through drapery example
After talking to the lead on our team, we determined that our animation style is realistic, it is suppose to be like we are actually in the scene. There is potential for use to unitize mocap data or mocapping an actor to act like Anton. Mechanically for Anton he could always be aiming or he would have an anim state machine with blueprints for animation logic that would either have a timer for when he sees the player.