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Particles Refrence and Tutorial!!!!!!!!

Hey guys! For this post, I am excited to announce that I have been learning particles in Unreal Engine 4. And i have to say I have learned alot and enjoyed learning particle this far.  When i first started learning them, I thought they would be complicated, but the statement prooved to be false and was surperised how easy it was to understand them and apply them. After practicing through the tutorials I have learned  all the different types of particles, such as, emitter particle effects, HUD emitter particle effects, Mesh particles, Ribbon particles,  animation curve particles. Anyway, continuing the current assignment, i had to do some research on what kind of a particle do I need to work on and how I can apply that to my other collaborative project of the racing level. And the answer to that was kinda obvious. since i wanted to  have a sand storm in my level, I decided to peruse the sand storm effect. I looked at few real life references and few game ones....

Exploding Barrels and Turrets

As i approached this assignment to make exploding  barrels and turrets  I was mainly inspired by Michel Bay. In the following video, You will see how the turrets detect the players location and aim the barrel  basing on approximation of distance and weight Following are the series o of pictures that  show how I created exploding barrels, Turrets and how they interact with the player Exploding Barrels : Component Editor As you can see In the component editor, I have the mesh, The sound The rout ( Sphere) and the particles for explosion and The particles for smoke. All of these components play an Important role  in the graph editor. Graph Editor: Following is how I approached creating the exploding barrel as it interacts with the car.   Devideing the smoke and the explosion into 2 different sections Note: For the smoke section:  we connect the delay to the explosion section In the following  continues only for the e...

Turret design ideas

 Quick sketch - A simplistic  design for my cannon turret. This cannon shoots oil barrels at the players. The base doesn't move, however the platform its based on rotates on the X axis and the cannon work rotates in X axis. Referece:

Example Inpiring Race track Video.

Above is the race track video from Asphalt 8 created by Gameloft.  Looking at the video, the introduction to the circuit  is what inspires me. The reason I like this introduction is  due to a simple fact that it points out couple of major landmarks which are also considered as shortcuts. And since players usually do use them , i can see why it would make sense to include them. Driving on this track can be tricky since you  actually get a boost to jump over their craft carriers and one of them is shown in the starting of the level. It seems a consistent  pattern in the game that which ever track you choose, The game always shoes you  few short cuts to give the player understanding of  short cuts that can be used to take advantages.

Destruction!

The attached video shows buildings getting blown due to an explosion. These buildings were are converted into destructible meshes. The  explosions used here  are the particle effects that were provided  by the institution. And the red button is a level blueprint that was created to explode the buildings only when the  the vehicle crossed over it. 

Isometric Drawing for level Design

Based on my original idea, I had attempted to draw isometric drawing based on my initial level design. The way i approached it was making model in auto desk  maya first and using the mock model i had created  the isometric design of my level.the design basically indicates where will the power ups will be located, start and finish line, the hoops and different tricks that could be preformed. The isometric drawing is self explanatory. I haven't places in any landmarks yet as I am stuck against a brick wall  to see how far are each of the  main landmarks are.The solution to which i am still researching as i would like it to be accurate as per the actual locations.

Meterial instance Programing and Racing track creation using spline tool.

Below is an assignment challenge that I had created during my programming class here at Ringling college of art and design. all the assets were provided by the institution. I programmed the materiel of the balls to act as metal and rubber. using Blueprints in Unreal Engine 4 . I had also used the spline tool  to create the track for the car to race in. I used to provided assets for designing the race track. I do apologize for the sound as I am still learning the ropes of  programming.