I don’t really listen to DnB

But it seemed interesting so I gave a couple hours trying to throw together a faster (180) bpm song.
I went crazy with the scenes in this case which is probably unnecessary, I had 13 in all but most are repeats.

Trying to find a good dnb kit got me looking through some of the newer drum kits that come with abelton which can be pretty sweet. There’s so many now and all are much better quality, I’ve only been messing with the 808 the last few years.

The Majority of the work on this was getting some of the operator settings just right. The first sound that comes in (which I was calling “plane Landing”) Is basically a 1/12 sync lfo with really long attack envelope on all of the oscillators.

The reason the lfo appears to slow down is because I also tied it into the pitch envelope along with the oscillators.

If I wasn’t lazy at the bottom I would have automation to set the pitch envelope slider to zero, but in this case I just copy+pasted the operator and removed the pitch envelope and any attack to make it seem like the “Plane Landing” turned into a stable note (which I called “plane driving”):

Finally most dnb has some kind of silly audio clip in there. In this case I still had the track from pacific rim lying around and I didn’t see a reason to have more of that in everything.

The main thing I don’t like about this is that I didn’t do much eq on any of the tracks. I had some compressors just to save speakers from the snares, wobble and the static-y stabs at the end but really everything seemed to be more balanced than I’m used to. The drums are actually two separate kits, I didn’t have to add any extra reverb other than what was in the base Abelton template. All around pretty great.

MoreDoor (modor?)

Took another crack at making a door today. This time around I focused on two things.

1.) Make the window smaller

2.) Use more normal mapping over geometry

Getting this setup in blender was much simpler this time around:

By avoiding details everything went by quicker in this stage. Only thing that took time was getting bevels right but really that’s like a 2 minute process. Once it was in substance I went crazy with some of the built-in normal modifiers. However it turned out much better than I expected.

I’m really digging the way the paint turned out, giving it that worn future painted feel. That being said the screws should probably have more wear on them, which I attempted to do but didn’t figure out how to add a mask paint layer until mid-writing this post.

Only issue right now is that the door feels barren and the handle seems out of place. I’m thinking I’ll try pulling it into unreal and adding decals dynamically (probably something like children’s drawings, posters, etc.). However that handle is a straight up eyesore. Also you can see the borders of the brush I used around the window:

I can go back and touch it up if I think it looks alright in unreal.

Another loop

This one isn’t that complicated. I basically make a quick drum loop I liked, found a very reverb-y synth and pushed the drums and lead synth into the reverb hard to lazily “auto-mix” stuff.

Basically if everything is in reverb you can get away with not equalizing stuff.

..and yes it’s a 8 bar loop that I just repeated like 20ish times, so after the first 20 seconds you’ve heard all there is.

Doors

A month or two ago I ran a cyberpunk RED campaign that I wrote myself. Over the past month or so I wanted to see if I could get my idea of the map into unreal engine 5.

Sidenote: I realized it would have made more sense to learn cyberpunk 2077 mapping for this project. However since cyberpunk 2077 part 2 will be using unreal 5 (https://www.pcgamer.com/cyberpunk-2077-director-says-studios-switch-from-redengine-to-unreal-engine-5-isnt-starting-from-scratch/) by the time I get something that looks good maybe it will be ready to pull into a sequel?

The original maps were made by cybermaps: https://www.patreon.com/cybermaps/posts (Subscribe to them, all the maps are great)

From the game I had 3 critical areas: The sewer, the night club and the apartment building. The goal for players was to head into the apartment building to find an npc that stole from the fixer that setup the job.

I also used twine to setup the story and prep for branching paths for the players. When I work on chapter 2 I’ll do a post on my process there (Also getting the data here pulled into unreal would be cool).

Greyboxing in unreal is pretty simple but like everything else more effort in == more quality out (when operating below the 80% mark like everything I do).

Here’s the working version:

Left: Lit map, Right: unlit map

Not great, but hey it’s a start. I put in lighting before adding any light source models just to make sure I don’t make any huge errors in geometry. Then I took a mixmo model and had them as npc placeholders across the map. That weird road texture is actually made procedural in blender (which I think is more of a admission of guilt rather than a flex).

I could have made a image in photoshop/gimp or even substance and it would have been simpler….

The first thing I wanted to make look kinda nice are the doors. I had a few mock ups before the doors in there now but I’m honestly not too much of a fan. The front doors to the apartment just straight crap rn, the texturing was a rush job and the doors themselves are kinda silly.

The double doors will be the player’s entry to the map so I think I’ll need special attention with those. However the interior doors seemed more manageable. I’ve gone through three iterations of interior doors:

Iteration 1:

I swore I had a first iteration here but I definitely saved over the first iteration with the 2nd iteration. If blender had a better style of source control (I could use git lfs but comeon) this could fix this issue. Future hopes is that blender gets a good internal usage of git/svn whatever so when I hit “save” it keeps a revision list like fusion 360.

Iteration 2:

This door was very rushed, you can see the scale is all off in the xy, the door is just a magic square the moves left to right. No indication of how the door works. Functionally this was nice for getting door sizes right but the greybox of the door has no shadowing so it’s actually really hard to see the window edge in bright light. The textures here I just spun up in unreal quickly and aren’t worth showing.

Iteration 3:

With iteration 3 I went hard into the “make sure someone could guess how this worked” which backfired imo.

Left: Back, Right:Front

You can see this huge bulge in the back where I thought the majority of mechanics would be held. On the front there’s a smaller budge which I think has the whole engineering method of “Oh shit we need more room” built into it. I took this door and threw it into substance to add some details

Left: Back, Right: Front

Honestly not the worst thing. It looks pretty cool with this lighting, so I dumped it into unreal to take a look.

From left to right: Back in game lighting, front in game lighting, back in asset view lighting, right in asset view lighting

Wow that took a turn for the worst. I’m not 100% sure how this happened, but at the moment everything looks like a cartoon, rather than the nice shiny metal from substance.

My thought is that the material type I’m using is probably not the correct type. I’m using a simple opaque texture but I gotta feeling because I was messing with the glass pbr shading in substance there’s an unreal equivalent.

But regardless of the door shading/texturing the real problem starts to become more evident when you get in game:

That’s a stright up jarring door to come up to. It looks like the hull of a spaceship with a huge window, both of which make no sense combined together. You figure you would either have a thin door with a pretty window or just a solid hunk of metal. Plus the goal of this building is to make it look like a rundown-ed future apartment which is controlled by a drug dealing gang. Why would they have freaking bulkheads for each apartment?

So back to the door drawing board I guess…

New Song

I do not remember how I made this. It was with the shruthi1 that my brother rebuilt and a premade kit in abelton live. The date was april-may ish (I think) on the original listing. The synth sounds a little too much like a foghorn but I think the breakdown of the couple of snare+base hits are nice.

I know for a fact that I didn’t make the drums because LOOK AT THAT:

You’d have to be psycotic to manually set the velocities to that. Must’ve been someone with drum pads.

Anyways here’s the loop:

todo-remove my stupid pic from 5 years ago from soundcloud.