Sunday, 21 March 2010

Design document

The Design Document has been uploaded onto the "Debates and polls" section of the forum. Feel free to add anything necessary/changes to it if you wish, though please put the text in red or something different so I know which parts you've altered.

Saturday, 20 March 2010

Update



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

Textyar!!!

more moanings... lol nah not really

[Cleared]


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


[Issue]


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

Concerns

Hey fellow spazzers this has been bugging me all night and i think it should be raised now before its becomes a huge issue next week.

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

Texture variations

Here's a work-in-progress screenshot of my textured female toilets.



I made some variations of the colour (green, yellow, blue and red), which one do you think is better?

Friday, 5 March 2010

Texture deadline

Please unwrap and texture you floor area by next Tuesday. On Tuesday, we'll put everyone's work together and overlook the entire building to make sure the mesh, texture and grime amount are consistent.