Friday, 26 November 2010

Week8 (Texture Start)

This week I spent my time gathering refernce for texturing. I have also started texturing bute evrything has really been just to test the textures on certain buildings. I have also been playing with crazybump a lot this week to try and get the best results from the maps I am applying to the models.

My main aim for this week was to get one building in our scene textured so that i knew the tiling textures would work on all of the buildings. As I was doing this Danny researched vertex painting and actually started painting the floor for our scene.



Above is the 1st house I textured using different resoultions where neccassary. I think that this building is probabily one of the least seen buildings so the texture resoultions range from 128 x 128 up to 512 x 512, In game it also looks really nice, the bricks and tiles are popping out really nice and when combined with the textured floor myself and Danny can see a gears of war feel to the level.

My aims and objectives for next week is to carrying on texturing the scene and get as much texturing as possible done.

Friday, 19 November 2010

Alpha Presentation

This week our main task was been ready for the alpha presentation, we already knew we had enough work to present but for ourselves we wanted certain objectives ticked off our list. The first one been making sure all main buildings and props were modelled and UV'd and that all of the other stuff was at least modelled. We surpassed ourselves in this task because everything in the scene was ready for texturing, we also wanted all the light maps in the scene and working which again we got done for the alpha, an extra which we didnt think we would have done for the alpha was getting the post processing looking as good as it does at the minute.

When presenting the presentation I was pretty confident that it would go really well, i felt like I could anwser any question that was asked about the level and I felt like I already knew what needed doing to make the level better. When presenting the presentation I thought It went really well, we reccaped to the class on which scene we were doing then we showed our week 2 blockout again, from this we went on to show a screenshot of where we were now with the work. We then went on to talk about the problems we had overcome and what we did to fix the problems, also we showed where our beauty shots were going to be taken from.

After the presentation we then showed the class our level on one of the lab machines, I think the class were pretty happy with the amount of work we had done so far and gave us pretty good crit towards our work, our tutor told us that we had done a lot of work but we were behind when it comes to texturing which I totally agree with, so our aim as a group next week is to start texturing and to make the scene come to life

Friday, 12 November 2010

Week 7 Alpha Preparation

For week 7 mine and Danny main priority was to get everything ready for the alpha presentation which is due the week after. We both knew that we had done enough for already for the alpha but we wanted to get as much done as possible, We both agrred that for the alpha we wanted all the buildings modelled, Uvd and ready for texturing, we also agreed that we wanted a lot of the props in the scene so our class gets a feel for the environment, I carried on modelling and putting props into the scene, there is a lot more to be modelled but for the alpha you get the basic idea of the scene.

As you can see from the shot above all of the light maps are working very nicely and alos Danny has setup the post processing chain which enables us to have ambient occulsion and also other nice effects like depth of field and the fog which is turned on, we have also added a default skydome for the alpha that will be changed in the future.

One thing that has been a success this week was blocking off all the open areas, for the past few weeks we have been debating how we could block of certain areas without it looking really bad, so this week Danny has been using assets and props that have already been modelled to do this,

The shots above are just other angles of the map so far, there is a lot more of the map that will be shown for the alpha and were hoping to give a walkthrough of the map other than just screenshots, were hoping for next week to give a good and proffesional presentation to the class and were hoping to get postive and constructive critcism.

Friday, 5 November 2010

Week 6 UDK Import & Light Maps

For this week my aim was to everything that I had done into UDK with all the packages sorted so danny can use them. I also wanted to do the light maps for everything so I can see how they are looking In UDK, and also to work out any problems if they occur.

So Over the week I modelled up to 10 small props so I could start filling up ceratin areas of the scene to make it look more realsitc. The props were nothing major ,kettles, phonebox, street lights, etc but they all make the scene look a lot more realistic.

Below is a few shots of the scene in UDK















As you can see from the shot above there is a lot of issues still to sort out but the light maps are working at the minute which is really good. At the minute that scene is subtractive and we are going to change it to additive so the light maps work even better, also the shot above is just of what I have modelled so when Dans buildings also get imported it should start looking really nice.
















The shots above are just other shots of the scene so far so you can get a feel of the environment, I am hoping by next week that all of dans props and buildings are in the scene, and I would also like to have a skydome in the scene so that the scene looks like its coming along.

So my main aim for next weeks are

  • Skydome
  • Mine & Dans Props & buildings in scene
  • Additive scene
  • Better looking light maps