Thursday, 30 May 2013
Monday, 13 May 2013
Update on Interior
Not a huge amount has changed on the Interior side of things recently just been tightening up textures and unwraps so it is finally getting there now.
Been working a bit on the centre piece a bit more getting the crystal to pulsate after some crit as well as the smaller floating pieces which move in and out with the power of the crystal. curtsy of Rich Carey's fantastic paint-over.
Also got little robots flying around scanning crystal which is cool.
Again not a huge amount left to do for the inside.
Here is a list of a few left to finish
-Finish of some more unwraps
-Finish Rock texture
-Finish track viewing robots
-Pipes for steam and spotlights for beams
-Holds for screens
-Decals
Update on Exterior progress
So been working Hard to try and get this finished to a really polished level. Its definitely getting there now just a few more bits left to populate on the outside. Finally got round to replacing the Skybox with a sky that was a bit closer to the sunset vibe I was going for. Got a few more textures to finish off as well such as the piece below.
Working on the transition from outside to the interior which was causing me some weird issues with the Vis Areas and portals and I have finally fixed that with some flow-graphing and now the transition is nice and seamless. Got the Vault style door in and animated too which looks Bad ass.
Also been getting the exterior base all cleaned up and finished, Now that the door is in place it looks a lot nicer and more finished, always helps when you get rid of a giant hole in the level!
I have wrote myself a little list of things to finish off now so can almost taste the celebratory pint at the end :)
Here are some of the things I have left to finish off for the outside
-Finish population
-Door textures
-Pillar for outside base
-Replace and update some terrain textures
-Decals
Monday, 29 April 2013
Level Jam
Way back in the group project we organised a day where we all worked on the level and incorporated changes in engine that we thought were needed. This really helped to get a fresh perspective on the project and make some new stuff. I organised a similar thing at Uni with other 3rd years where we switched around each others levels and worked on everyone's stuff for 40 minutes. It went really well and everyone seemed to take the changes made on board. Below are some suggestions to what people wanted in my level.
Ant wanted some minor props so mocked up some chairs, book stand and plinth. He thought it had a religious feel to it, although I am not to fond of putting chairs where you are supposed to walk in I will be incorporating some smaller props.
Max added these little sentinel bots which animated around the environment and scanned the crystal, which I always planned to do. I will definitely be adding some sort of animated bot, however as this is a blatant rip off from the bots in Halo I will be changing the design to be a bit more original!
Matt made these big ships that are docking on the base on the outside. He mentioned the shapes were designed off bones as he knew I used something similar for the design of the base. The ship in the last shot was animated to fly overhead which looked really impressive, especially if I put some sound in. Again this will be a case of redesigning stuff.
Rich did me a nice Paint-over which really helped illustrate his ideas for the crystal. I especially like the small crystal fragments that are floating beside the crystal. This is definitely something I will be playing with as well as making the light source the crystal itself.
Outside Progress
Shots from the outside, just been adding meshes and detailing different focal points. The only sections that needs more work now really is the main base, I am also planning on making a bush to populate sections if I have enough time.
Interior Shots
Just been unwrapping sections and lighting stuff mainly downstairs. Still got a little to do with unwrapping and fleshing out sections. Need to make some little minor assets such as boxes and things like that.
Gravitational Centre
To hold the main rock and crystal piece in place I have been making this gravitational piece which sits at the bottom of the interior. I modelled it off some photo Chris gave me of a mining facility. I liked these giant springs underneath, and I animated the flaps in max to open when the player goes near it.
This is the baked version with ambient occlusion and Normals, I have yet to do a texture for it but here is the shot in engine.
This is the baked version with ambient occlusion and Normals, I have yet to do a texture for it but here is the shot in engine.
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