Monday, November 15, 2010

End of Studio 1

Tomorrow is the due date for the project and we have something we are proud to present. It is not all that we wanted it to be, but it is still a great project.
We cut the Capture the Flag aspect of the map since there really was no reason for it. We cut the environmental interaction down to minimum because we ended up not having enough time.
We got the shader working, hand painted textures, modular houses and plenty of unique assets and buildings. As of the writing of this, the only thing needed to do is complete the set dressing and burning the DVD. Time permitting, there will be an update with an image of our level completed.

In game

Here are some images of how the models and textures look in game. The lighting is not the one used in the actual level.



I like how my textures look with the post processing material. The modularity of the houses can be improved. That being said, how they look now remind of the cardboard buildings Andy would play with in Toy Story, which to me, is awesome.

Thursday, November 11, 2010

One weekend left to get all the textures and models into UDK, set dressing the hell out of the level, and creating promotional videos. Easy.
Meanwhile, here are some models with their textures on. These are the Power Plant and the Jail, respectively.





Tuesday, November 9, 2010

Wednesday, November 3, 2010

Update in textures, focus.

So after some discussion with the professor, Matt brought up the fact that he would rather have this map be a Death Match map instead of a capture the flag map. The reason is that, in a CTF map, players stick to specific routes and focus on getting the flags. In a DM map, players move freely around the environment. This allows for exploration of the level and then players get to see, or at least walk around all the assets and work we put into the level. So officially, this has become entirely about looks, which means we need great textures and a whole damn lot of excellent set dressing. And speaking of textures, here are some more.



Wednesday, October 27, 2010

GO TO MATT'S BLOG NOW!

Why are you still here? I clearly told you to go check MATT'S BLOG! He totally got the post processing material working. Still, I must work on appropriate textures to go with that material. So here are a few examples of looks.
Paint/brush texture

Cracks on walls (Entrance building)

Simulated Toon lines

The original texture can been seen in the previews post. All that remains is to plug them into Unreal and see how they match with the material.

Tuesday, October 26, 2010

Textures

We still dont have the post-processing material that we need for the cel-shaded effect, so we are taking a plan B approach and doing hand painted textures on the buildings.