Monday, 22 March 2010
1) Bucket and mop (claimed by Priya)
2) Broken glass (Andy)
3) Vacuum cleaner (Simon)
4) TV remote (since we have a TV in our level) (Andy)
5) Computer monitor (the old fat ones) (Andy)
6) Cupcake with candle (claimed by Mark)
7) Moss floating on top of water on bottom level
8) Abandoned jacket, or a handbag? (soaked or dirtied up), or a hat (Aby and Priya: bags)
9) Rubbish, trash
10) Scattered books, magazines and newspapers (Zongyi)
11) Bottles and cans (Zongyi)
12) Desk with drawers (have drawers scattered about) (Zongyi)
13) Clock (claimed by Priya)
14) Broken mugs (claimed by Zongyi)
15) Stationary (claimed by Zongyi)
16) Pair of broken glasses... the ones you wear (Zongyi)
Sunday, 21 March 2010
- Lighting and sources of light to lead the player to the next area, consider colours of danger/safety? Or the opposite, we could use colours associated with safety to lead the player into an area of danger? Messes with the players head?
- Need external sources of light, such as torches, lanterns? Due to the lack of electricity
- Grime up the corners to fit in with the 10 year time span. Look at the effects of water and mould on bricks from time span. Come up with more green maps for moisture on surfaces.
- Build rubbish and small assets
Zongyi: Leaflets, office tools
Priya: Maps on the walls
- Come up with writings for the walls, we can all take a look at what we've got and choose and decide where to place them. Good places to put them could be on walls that you can’t miss such as the “secret staircase” walls.
Saturday, 20 March 2010
Hey all. after the assessment, this is another set of images to show what we're moving towards, overall now. The plants/overgrowth back up the lengthy duration of abandonment our level is going for...
Moss composites should be easy to make using these as base reference.
All thoughts please comment!
Friday, 12 March 2010
Aby - regarding the ivy it looks fine i just have to sort out some lighting issues in unreal before it will look totally right.
Andy - Vents look cool all is well there
Andy – secret stair collision works perfectly
Aby + Priya - Although great stuff for the composites we have a texture duplicate clash when it comes to the bare wall textures as you have both done versions of the same type of brick work so maybe you could both come to some sort of compromise before i put one or the other in? i will happily put both in if you both would prefer as they are both good but im just worried about any implications of such on our overall grades if we have to many.
simon -grime needs toning down far to strong
Mark [ahem me] - thanks to the corridor pics posted by Priya i have fixed the corridor it still lacks two doors so ill put that in after a door is exported for the gaps at a later date.
Andy – Broken up stairs on first floor collision needs to be higher character can still jump over which may or may not be an issue depends on what you are aiming for.
Wednesday, 10 March 2010
The issue that's bugging me most is duplicate textures.. There seems to be a huge lack of communication in this area and i think its something we need to discuss tomorrow.
I cannot stress the importance of composite maps in a fps style game they give high resolution solutions to texturing and when used properly mask the tiling well. They also remove the need for more than one version of a texture.
If you don't know how to set them up in MAX then heather did put a tutorial on blackboard a while ago i assume its still there if not google is our friend it should only take 10 Min's to learn.
Second thing coincides with the first and that is for the walls and floor unreal doesn't use maxs uvs, because for efficiency reasons the level wasn't built in max. So please no wall textures that have been mapped out as you would an asset. Instead a simple tillable texture is suffice or if you you do want to have the whole wall painted in one texture (though majorly not recommended because of resolution) then please make sure that it is in its own texture and not mapped with other parts of the level.
Same applys for the floor but i wouldn't bother with a ceiling texture as i have one and i can dynamically change the colour of in unreal to suit sections of the building.
sorry if this seems rather rantish i know a few of you are already aware of this but thought i better make it a formal announcement lol.
Tuesday, 9 March 2010
Friday, 5 March 2010
Thursday, 4 March 2010
Wednesday, 3 March 2010
Below are the highly anticipated floor areas allocated for each of you to unwrap and, if time permits, to start texturing for next Tuesday. All modelling work should hopefully be finished by now, it's time for us to start thinking about texturing the walls and later the assets.
The file is uploaded in the "whitebox" thread in Mark's forum.
Simon - blue
Priya - purple
Aby - green
Andy - red
Zongyi - yellow
Mark - pink
I'm still waiting for the colour palette, and if the art directors have already done it please post it onto the blog so the team can use it for reference when texturing the walls.
It would be ideal if the wall textures/colour palette could match the current toilet grime for consistency. Below is an example of the colours used.
And finally, just a small reminder: please upload your work onto the Blog as soon as you're done!
Tuesday, 2 March 2010
As detailed, I've worked grime variations and dark light trials too. Need to decide which ones to go with AS A GENERAL TEMPLATE FOR THE WHOLE SPACE TEXTURE! EVERYONE HAS TO PUT IN THEIR THOUGHTS!
Minimal grime, lightest contrast.
Minimal Grime, middle contrast.
More Grime, Middle/dark contrast.
More grime, darkest contrst.