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Showing posts with the label work

trees & lava

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A screenshot from a little side project I'm messing aound with at the moment. Models & textures are placeholders. But I do like the super simple style.

Double Cross, modelling and level design - balancing the 2

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After the presentation last week (that I think went quite well!) it's back into production. Over the next few weeks I feel we need to really focus on a couple of things. #1 - Getting a working prototype out the door. This is so, so important and thus far we haven't managed to do it. I wouldn't say it's any of our fault that this has happened. But we have such a nice mechanic and at the moment we don't have the technical abilities to pull it off. In short we need someone familiar with programming and is possible scripting for UDK. Now we have two options, hunt for someone who can do this or one of us learn to do it ourselves, possibly sacrificing other areas of the project. So I'm stumped. We have a meeting tomorrow so hopefully we can discuss a solution then. #2 - Having a defined art style in engine. By this I mean something within UDK that shows how are game is going to look. At everything apart from the actual static meshes is out of the box UDK (textur...

day 7 and where I'm at!

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So this is what it's looking like! I want to use this in a submission for the Blitz open day and the deadline is the 10th. My disertation is needing a bit of work too :( So may leave it as it is for now. I will however keep working on this after the Blitz submission. The things I want to change are: - re-do the main body and tower textures, change them to 1024 maps. - add more geometrical detail to the edge of the roof of the main body, tower, porch and both extensions - tweak the geom on the edges of the pine end of the roof and the tower to get a better silhouette - create emissive textures for lamps and windows - create a smoke particle affect for the chimneys - work further into the roof textures, especially the edges. Get all the walls and roof. - add some weathering to the roof tiles.

todays work, sick of texturing

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So I've been trying to get textures down just to cover stuff. It's messy and not finished and still needs tweaking but at least I can get an overall picture of where it's going. Getting a bit sick of texturing now, have 2 days to go before I want it done so just trying to get stuff done.

textures!

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So I'm going to do it a bit different today and instead of making multiple posts just update this one with my texture progress! Here's the first shot, pine end of the house, Haven't done the stones at the bottom of the wall yet.   update #1: got bored made this out of parts of the main building!    Update #2: Just got a comment on Polycount about how the wall texture is grainy, I do agree so I may bump the texture up to 1024 for the bigger parts. Here's a texture shot of what it's like now. (actual size). update #3: Door done! update #4:WHat I've done today, may revisit the wall texture but I want to get it finished in the next few days so I'll use it for now and hopefully have time to go back to it later. The roof texture needs working on as well.

adding details.

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This morning I've been adding some details. Plan for the rest of the day is to finish that up, then start breaking it down into sections for unwrapping and texturing.

it's not pretty but it does the job!

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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!

hectic weeks

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So the last few weeks of my summer holidays have been hectic, catching up with friends, working and BBQ's! I haven't had much of a chance to carry on with modelling the 3D env i was working on :( which is really frustrating. And I may even downsize it a bit, because the concept was huge, will have to wait and see how it goes. But saying that, at the start of the summer (before I started working 2 jobs!) I did have a chance to blast through some UDK tutorials and have learnt a load about working with the engine. In these tutorials i learnt about post processing volumes, lighting, particle effects and generally managing the scene to create the illusion of being part of a larger world beyond the playable area. More recently I've been catching up on some drawing, got some new pens so I've been playing with them and decided I need to draw a lot more frequently!! more hours in the day please!