Virtual gallery reflection

Here is my reflection on my virtual gallery I built recently, I answered the questions that we were given for each Unit. Here are the questions for the virtual gallery reflection:

reflection table

Unit 1 1.1: 

The virtual gallery helps me display my skills, the skills it includes are 3D modelling skills, Photoshop skills, audacity and audio producing skills, my Adobe priemier skills and syncing skills, my programming skills. It also displays my lighting skills and manipulating how it works, my animation skills, creating textures and applying them, my scripting skills and my Unreal engine skills.

Unit 3 1.1/ Unit 4 2.1, 2.2: 

There are many industry sectors that the skills used in making virtual gallery can be applied to such as mobile gaming like the IPhone, console gaming like Xbox one, advertising and games for VR like the Oculus Rift, Google Box VR. This is because all the skills and technologies converge with the companies as all of them use 3D modelling, animation, Photoshop, audacity and recording audio, Adobe preimier, lighting and texturing, the only one that might not use unreal is advertising.

Unit 3 2.1, 2.2: 

These skills prepare us for job roles like a 3D modeller, a job that involves texturing, a sound engineer and a video editor. Here are the pros and cons of the job roles:


They all have creative freedom in there work, allowing a creative person to explore more and create things under their own influences. This makes them feel more free in what they do, making them feel happier.

When they finish a piece of work, it can make them feel very accomplished and proud in what they have made, whether it took them a day, week or month, this makes work very rewarding.


They all involve long periods of sitting down which can cause health problems in the future if the employee didn’t get any excise or if the employee doesn’t take quick breaks from the computer.

Some of the pieces of work they create might be rejected by the employer or the main leader in the production of the product. This can leave the employee feel very disappointed about creating something they put a lot of work into not being used.

Unit 3 3.1: 

I kept myself organised which saves time, I did this by priortizing the improtant work that needed to be done and then doing work that I can do at home or work that was not a major priority for the gallery. To give you an example of this, I made all the 3D models and textures for them and place them in the gallery first as it was the most important piece, then I started making a 3D model for the voiceover, which was less important.

I also organised my work by making folders appropriately named for each type of work I did for the project, such as I made a folder called textures to hold all the textures for the virtual gallery and made a separate folder called 3D models and placed all the 3D models in that folder. This way I could easily find the files I need without wasting time, this allowed me to meet my deadline.

Unit 1 1.2: 

I took regular breaks to ensure that I am not straining my eyes, they were about 10 minutes long, long enough to allow my eyes to rest and short enough to allow more time on my work. I also kept a good posture by having the chair kept straight and also had the computer at eye level and I kept drink and food away from the computers as it is a hazard. I was also careful of cables in case I tripped, I did not overload plugs and I kept myself hydrated.

Unit 1 2.2:

I used low lighting in the cinema to make it similar to real life cinemas which is to allow the viewer to focus more on the video and I made the galleries bright again like real life which is to present the work clearly to viewers. I used music in each room to give each room a emotion, like in the photography room and 2D room I used a piano music to make it calm and relaxed when viewing the work. Whilst the 3D room I gave it sci-fi music, because 3D modelling is sort of futuristic and seems high tech, making the viewer feel curious as it seems out of this world.

Unit 4 1.1, 1.2:

The texturing helped to give it the right mood, such as the Photography room’ walls will be a white smooth plaster and the floor would be a wood planked floor, this would keep it calm as its not full of so many colours to dazzle, it is only there to present. The cinema however is red and quite dark, making the mood feel excited but also comfortable and relaxing because of the carpet and leather.

The lighting creates a mood also, like in the cinema it is dark, but has a bight screen, making the view again relaxed as it feels like they are watching a movie, whilst the photography room and 2D room use bright lighting to help the viewer to focus, making the mood more calm and focused.

Unit 4 1.2, 1.3:

Ambient music can be used to alter the element to change the meaning of the virtual experience for viewer, this is because you can change the music in the cinema to be violins on high notes and dong short burst, this would make the cinema seem to be horror themed.

Unit 2 1.1:

I used mood boards to get an idea of the mood I wanted for each room, a mood board is secondary and primary research. I also looked in a gallery in Canterbury which is called the Binary museum and have been in cinemas, this would be primary research and I looked for textures and sounds for each room which would be secondary research.

Unit 2 2.1, 3.1:

I was able to get a better understanding of how galleries and cinemas are designed to look and feel which really help me understand what I wanted. I was able to plan what I wanted for each room from the mood boards, this helped me to get on with my work and not slow down or have to think for a what I wanted. I was also able to get all the resources I needed for textures and sound as I had already did research on what sounds and textures I wanted, this way I didn’t have to waste time in finding sounds and textures when I need them.

Unit 2 3.2:

I think I should have gone to more galleries than one, so I could get more ideas in galleries and I should also go to a cinema and pay more attention to what they use to create a mood. I should also get my textures and sounds downloaded and prepared to be used before beginning to work on the gallery, this would save a lot more time for me.

Here is a Link to a recorded guide throughout the virtual gallery I made:

My overall evaluation

My virtual gallery went very well, each room had all my work in it, placed in a well organised manner, each voice over for the introduction of each room was done very well along with the voice overs for each object. The improvements I could make on this gallery is finish adding the rest of the voice overs on each object and the texturing could have gone better if I took more time in it and I should have done more research into it.


Environment lighting and sound in Unreal engine

When we were being taught how to make a collection of rooms and hallways we were also taught how to make and use sound and lighting in the Unreal engine. We were taught this so we could use it in the upcoming project and other future projects that require us to use sound and lighting in the Unreal engine and also use it for future jobs.

We first set up the model rooms and hallways in the Unreal engine, once set up we were first taught how to put lighting into the model. There are two main types of lights, the normal light bulb and the spot light, once one of the lights were placed in we could edit it on the right hand side of the Unreal engine’s settings bar. In these settings, we were shown that we could change the intensity of the light, the colour of the light and how much the light would bounce. After we were shown the main settings we were then shown the difference in both the lights settings, the normal light bulb’s area radius in light can be changed so that the light reaches far, making it look bright or it doesn’t spread at all, making it look dim. The spot light’s focus area can be changed, such it can have a intense light on one spot or have a much bigger area radius where it focuses on, it can also change how far the light travels as well.

Inner labs lighting

Next we were taught how to use and control sound in Unreal, we first imported the sound we wanted, for this case it was a rain and thunderstorm sound file which would be ambient sound in this environment. We first dragged in the sound file and place it right in the middle of the environment we made, we were then sound that the sound file has two spheres on it. The inner sphere was where you could hear the sound clearly and the outer sphere was where it would fade as the player got further away from it. We made the radius of the spheres big enough so that it would cover the whole environment, that way it would not fade and stay at a constant level. We were then shown how to make the sound loop and how to adjust the pitch and volume, this way we could make it sound like its coming from outside.

After we did the natural ambient sound, we were shown how to make a specific sound, which is when the player walks into a specific area an ambient sound/music plays. We first placed a trigger box inside the room in the environment and the sound, we then scaled it to fit the room and the sound to cover the enviroment, that way if the player walks into the room the music would activate. We were then shown how to link a sound with the trigger box in the levels blueprints, we first typed in in the blue prints “On actor begin overlap” and placed it in blueprints, then we connected the sound file with the command.

The last sound technique we were taught was how to make an interactive sound, a sound that only plays if the player interacts with something, in this case a TV. We again create another trigger box, but this time it was one that covered a box which represents a TV, we made it big enough for the player to fit inside but not to big otherwise the player would be able to activate it at a distance. We then went into the blueprints and typed in “keyboard E”, “on actor begin overlap”, “on actor end overlap”, “play sound” and then “gate”.

We first connected “on actor begin overlap” to open on “gate” and then “on actor end overlap” to close on “gate”, after that we connected “keyboard E” to interact and the on the exit of “gate” was “play sound”. Now this would make the sound file play when the player interacted with the object by pressing E however the only problem is if the player kept pressing E the sound file would overlap itself. To fix this we deleted “play sound” and then placed a “flip flop” after the “keyboard E” and connected it to the “Gate”, I then placed another audio file in which was a click to represent it turning off. I connected that to “Flip flop A” and on the other side “Stop”, this make it so that if the player clicked again it would play another audio to signify it turning off, then it actually turning off.

programing for sound in inner lab


I feel like I did pretty well when learning and using sound and lighting, the lighting was easier to set up than the sound however, as the programming was a little complicated. I did have a couple of difficulties setting up the lights with the enviroment, sometimes the light would make the whole room bright even with the intensity low. To fix this I lowered the bounce on the light and reduced the radius of the light and if that didn’t work then I would turn the light into a movable object, it worked but I do not know why.

Unit 1: Advanced texturing

For this, I learnt how to make advanced texturing on a plane a and place it in unreal and see how light effects it, we were taught this so we can use this information to make textures in the future more realistic and advanced for our virtual environments we make in the future.

We started by making a plane in 3Ds max that measured a 100 cm by 100 cm, I then picked a texture a liked from the website This is the texture i picked:


I then opened Photoshop and made the canvas 512 by 512 pixels and put the texture into Photoshop, I then saved the image and called it a diffuse texture. Once I saved it, I then returned back to 3Ds max and applied it as a diffuse map texture on the plane, I then went back to Photoshop and started to work on the specular map. I first turned the texture black and white by desaturating the image, I the reversed black and white and the adjusted the level of how much black or white was on the image. Once I did that I save it as a specular map, this is the specular map:

specular map

Once save I placed it in the specular map for the 3D model and then changed the glossiness to 40, this gave the model some shine on it.  After that I started working on the bump map which we renamed as a normal map,  on Photoshop there is a plugin called xNormal. I changed the smoothness on it and then save it and applied it to the 3D model, this is the normal map:

normal map

Once I had all the maps for the texture applied and then started to export it so I could apply it to the Unreal engine, I cleared all the materials except the diffuse and specular maps, then export with smoothing on, triangulate and embedded media.

Texture floor fully complete

I then started up the unreal engine and imported my 3D model into it, I then opened up the material and put both the normal and specular into it, connecting specs and then scaled the model bigger. I then messed around with the unreal engine’s lighting to see if it works and it does.


I believe it went very well when making the texture, it has just the right amount of roughness without it being too much and the shine is just right, not too much as it is only a concrete floor which nearly has no shine at all. I think I will be able to master advance texturing in the future and have a further understanding of it.

Canterbury college Interactive media cover art

For this task, I had make a cover for the Facebook page “Canterbury College interactive media”, we did this so we could test our skill in making banners so we could improve for the future tasks that need banners.

I first linked objects and other themes with interactive media, I thought first that the colour blue, so I set the background colour to blue. I then added the title using the textbox and used the font Showcard Gothic; I then placed the title partially in the middle so the title would be the centre of focus; I then started to decide what icons I should put around the title.

Picture of unfinshed banner (just title)

I chose these icons to represent each part of interactive media, what we learn in it and what we will have a better understanding of. I chose the TV icon because we would be learning about film and video and be taught how to use video editing software to edit videos, we will be using this in future projects; I chose the speaker because we would be taught about sound and how to edit it, as well as using it in future projects. I chose the Facebook icon to represent social media as it has a very strong connection to interactive media because it is designed for full interaction with the user and the media they are presented with on the site and the last icon is the game controller. I chose a controller because it is another big part of interactive media, it also links again to what we are learning in the course, such as 3D modeling.

I made the icons and the title white so they would stand out more against the blue; I used the bucket tool to turn each icon white and merely used the text box colour to change the text. After placing the title and icons, I added a border colour on the corners to add more than just a plane blue background.

interactive media cover photo


Unit 1: Sound Dubbing

The task I was given was to Dub a limbo video scene only using the sounds we created with two pieces of paper, this is so we could learn how to make sounds, edit them and then dub them with video, these skills will help me in the future of this course as I would be able to use them in projects or basic course work.

I first noted down all the sounds in the original limbo video when watching it, this way I knew exactly what I needed, I needed a sound for a lodge sliding, debry, ambience, the rock rolling, the rock colliding with the boy and the bank, lodge colliding with the bank and footsteps.

Once noted down all the sounds me and my partner Sam went to the library to record the sounds, we chose the library because it was quite and it had many corners with no one around to interrupt, we used a microphone given by the media department. To create the sound for lodge sliding we used both the papers to slide their edges together, the Derby was finger dragging across the paper, the ambience was shaking the two pieces of paper and blowing between the two pieces of paper, the rock rolling was taping one peice of paper. The rock colliding with the boy was holding two pieces of paper together and whacking both with one finger softly, samething for colliding with the bank but with a lot more power in the hit, the lodge colliding again used two pieces of paper but with two finger hits softly. The last sound we scrunched up one piece of paper and tapped it with one finger.

After collecting the sounds I edited them in audacity, I changed each ones speed so it was more deeper and sounded slower, bass so it would sound a lot more heavy, the equalization which would change the frequency of the sound and cropped out any unnecessary sound so I could edit it quicker. Once finished I started to dub the video in Adobe premiere, first placed the video into the video track without its sound and then added all the sounds I needed. Then placed each sound into the audio tracks and synced each one up, the only sounds I was not able to add was the ambient sounds.


The dub went very well as it is able to replicate the sounds of the original video, the only difference is the the dub does not have ambient music unlike the original. it could be improved by adjusting the sound levels to be the same level, so they don’t over power each other.

audacity rock

adobe premiere limbo

Here is a video of limbo before and after being dubbed:


Unit 1: Photo montage

For this task I had to combine different images to make one image, this technique is called a photo montage. We did this so we could learn about photo montage and how we can use it and to practice our Photoshop skills for the future use for this course.  

Computer spill

To create this image I first Found the image of a laptop on a desk, this would be the main image and background. Next I found oil spills off Google and pasted them in a different photoshop window, I then took the white backgrounds off the oil spills by using the quick selection and deleting the White background. I took the White background off the oil spills so they don’t look like images. I then copied and pasted the edited oil spill back to the main window and then started to work on combining the images.

Again I made another window but place the laptop image in it, I then removed all the background and only kept the keyboard part of the laptop by using quick selection. I placed the keyboard back in the main window and put the keyboard over the background keyboard by placing the layer above the background layer, that way I could place the first oil spill under that layer and make it look like its leaking from the bottom. I then started to work on the next oil spill by placing it on the laptops screen, I did this by using the move tool. Once in place I made the image more adjust to the perspective of the laptop; I did this by using the direct selection and pulling on the corners of the selection box around the image.

oil spill being edited      laptop keyboard

Once adjusted, I combined all the layers and added a filter around the edges; I did this by using the Lasso tool and selecting the middle and then inverting it to select the outside; I then used the pixel filter, making the outside look pixelated. After that I finished up by blurring the edges of oil spill on the screen; I did this on its furthest side so it would fit the images perspective as when a object becomes more distant, it gets harder to focus on.

Unit 1: photography and tilt shift

On 08/10/1015 I took some pictures with different features, I will be explaining how I took them and how I can improve them.


For this shot, I widened the Aperture to focus more on Luke’s head and then have the background out of focus, this technique is used to create a more dynamic photo. I could improve it by working more on the focus, adjusting the brightness a little better and to use the tripod to have more of a steady shot.


For this shot, I made the shutter speed very low, this is why some of the people that are moving are a little blurry, this technique is used to show movement in objects or living things like people. I could have improved this again by turning the brightness down and timing the photo better so I could catch a lot more people, empathizing movement in the picture.

The Tilt shift: 

I will now explain how I changed the Photo I took before, to look like a Tilt shift photo after in Photoshop.





What I did was I used the gradient tool to select the outside and protect the middle from editing. I first made the outside of the picture blur, so the building were blurred and the cars were blurred, after that I adjusted the saturation of the photo by increasing, this would make the photo look more toy like. Once done, I adjusted the contrast by increasing it and then decreased the brightness for the photo.

Unit 1 1.1, 1.2: 3D modeling advance

I have continued modeling my 3D microwave by adding new objects to it, which are for the buttons and dials that stick out. I have learnt how to edit the polys on 3D shapes, such removing certain parts of shapes that are not needed because they are in the shape. I also learnt how to make indent into the shape for the microwave by using proboolean, after that I was taught how to fix the texture by attaching all the objects together so they will appear in the UV editor as the front side, and then aligning the shape with the texture. I also found out that the weird shadowing on my 3D model, is because there was polygons with more than 4 sides which course the program to get confused, this was caused by proboolean.

3D microwave with more


Unit 1: How I made a 3D model of microwave

Today I have learnt how to make a 3D model and texture it, for the size of the microwave, its height is 27 cm, width is 44.6 cm and its length is 32.4. I learnt how to change the units of 3Ds max so I can apply the same units of measurements from the microwave I searched up to the 3D model.


Date: 01/10/2015

microwave off internet

After that I learnt how to set up the template for the textures for the microwave by using UV editor, I then loaded the template image on Photoshop and began placing pictures of the sides of microwaves in the template. Once finished with the template, I was taught how to apply the template for the texture to 3Ds max then apply it to the image and here is the finished product:

microwave completed