Showing posts from November, 2010

Double Cross update

First some assets! These are WIP's. The barrels need a lot of texture work including spec and possibly bump maps.

The sign mesh needs tweaking as it's a bit tri heavy at the moment. Mite play with the textures some more as well.

We've managed to get our forums up and running and have finally found a programmer!

Recently we've just been meeting quite a bit and setting up online stuff. We also had to prepare for a presentation as well so I haven't really had a chance to post on here much! But I will update soon!!

City all meshed out!

All done, now to give it some detail! This is going to take a while!

And here's a quick UDK workspace worskapce shot for no particular reason.

more progress...

A bit more progress on converting the building into modular static meshes. It's a pretty monotonous job, exporting a scaled down version of the building from UDK into maya then exporting it from maya back into UDK. But once thats done it means I'll be able to edit the buildings details and test in UDK realy quick, like I've done with the airship docks building. It's getting there!

more airship dock

The crane's hook swings in the wind ^_^ love little details like that!

quick bedtime update

This shot was taken on one of the piers of the airship docks looking down towards the river flowing over the edge of the cliff.

The airship docks is a building I've just started modelling with the idea that it was a place that airships could reach the city built high in the mountains. It also gives the player to get a really spectacular view of the (as of yet un existing) scenery below and the mountain above the city!

This may take a while...

This is my progress on the level so far.

each building in white is a static mesh that has a Maya file and a .FBX file. The maya file can be edited so eventually these buildings will be detailed.

I've started off by creating the smaller buildings as they will only have 1 maya file corresponding to them. However the taller buildings will be done modularly allowing me to use static meshes repeatedly. This will save me time and mean I can edit building size/height very quickly.

This is already implemented on the two tallest towers. The very tallest you can even go inside and walk to the top. But this takes ages (lifts will be implemented! lol)

to avoid the repetition being obvious I'm planning to use decals, props, texture variations and the occasional different modular mesh. For example a floor that has been damaged or has a different layout. Hopefully this will be enough to mask the obvious repetition.

To get an idea of scale the red dot at the lower part of the city is a small…

Double Cross

Ta-da! (still under construction, hopefully live within the next few hours!)

So things are shaping up quite nicely!

At the top of the page you can see the logo I've put togeather for double cross, everyone seams to be happy with it, but like all things it's not concrete at could change in the future.

So first I'll talk about the city I'm creating. I have it all mapped out in UDK and started to replace the BSP brush buildings with static meshes. I've tried to create a very narrow and cramped atmosphere when on ground level and dizzy heights when on top of buildings. I'm pleased with the results! I'm going to continue to drop static meshes into the environment.

Next I have a piece of promo work I've created for the game. I'm hoping to be able to do a few more images like this to help promote the game. Hopefully there will be a future version that includes silouettes of our actual in game charcters.

we do have a basic mechanic wo…

Designing a city!

Quick update of the map. This time it's all been done in UDK so a little less rough than maya. It's all to scale and you can actually walk through the buildings and wander around the city, although it's very boring at the moment. It's all done using BSP brushes but these will all be replaced with static meshes as soon as their done. Apart from the floor which will remzain BSP and be decorated with various static meshes.

The numbers on the map correspond to a list of each building including a description, but I'm not going to show that just yet :p

I've also included a screen shot looking up from just in front of building 8 towards the skyline.

now i NEED sleep!!

it's not pretty but it does the job!

This is a quick and dirty mockup I've done of the environmet for our game (now named DoubleX, as in double Cross!) it's ugly and rough but it does the job. It's purpose is to give me an idea of player proggression through the environment, whats in the environment itself and hopefully this will lead to being able to pin down game pacing and events within the game!

This is a mega short post because I've got a load of stuff to do! but as soon as I can I will do a major update with all the stuff we have so far!

/Ninja edit: a 3D view of the mockup minus the paintover!