All are unwrapped but need to be textured.
Monday, 27 February 2012
Character Textured
Her face is not detailed nor does she have eyes as they player will not see this at any point in the game. For the purpose of our promotional material these features will be enhanced using Photoshop.
Tuesday, 21 February 2012
Realisation
While fixing my model, for zbrush, it dawned on me that I do not have to make a detail front as the front of the character is never seen. This lightens my work load, as texturing will take a while to perfect.
Motion Capture Experience
We had our first mo-cap experience on Friday and it was surprisingly not enjoyable. Everything seemed to go wrong the cameras did not want to work nor did the subject calibration. We plan to head back to the studio to actually obtain some useful animations.
Sunday, 19 February 2012
Third Person Camera WORKING
Final, after 4 months of trying ever tutorial and having most of then fail or not work the right way I have final gotten the 3rd person camera to work in game. And it was so simple, so simple in fact that I am annoyed at myself for not thinking of it earlier, I have being trying to write a piece of coding that would make a 3rd person camera that won't fall out of the level. However I don't need to, UDK already has one ready to go all I had to do was change its location relative to the player.
As you can simple see all I had to do was change the camera offset and that was it. However founding its location was pretty hard actually I had to spend a few hours trolling throw the coding trying to found where it would be located, but in the end it was worth it.
As you can simple see all I had to do was change the camera offset and that was it. However founding its location was pretty hard actually I had to spend a few hours trolling throw the coding trying to found where it would be located, but in the end it was worth it.
Crazy
So I decide to do a quick test to seem how the entire cave model would look like in UDK, I'm still planning to cut the mesh up in parts and bring it into UDK that way. I was only interested into seeming how the cave would turn out.
And well its kinda gone crazy in UDK.
So yes as you can clearly see I have no clue why it has decided to go crazy but at less this isn't how I was planning to actually bring the model into UDK anyway.
And well its kinda gone crazy in UDK.
So yes as you can clearly see I have no clue why it has decided to go crazy but at less this isn't how I was planning to actually bring the model into UDK anyway.
Monday, 13 February 2012
Cave: First Part Finished
The first part of modeling the cave system is done, modeled as a complete mess the cave system will then be work on a little more to create a more real life feel before being cut up and brought into Mudbox where the final stage of work will be done.
Ship Asset research
Doors
The ship will include both double and single doors. research has shown that ships doors appear like this.
A simple fire door, for our ship we want it to be set in the nearish future. It was decided that the doors would be sliding doors.
An the door handle for the rooms would be like this.
In terms of the double doors they will be sliding glass doors, when they join they frost over. There will be a silver ship symbol and it must be touch to open the doors.
Beds
Ideas for the double rooms.
Under bed storage for the ship beds to maximize space.
The bed will be floating and bolted to the wall.
They will have night stands fixed to the bed to make it one complete unit.
There will also be strip lighting under the bed to produce extra lightin for the room.
Ideas for the single rooms are to have them quite compact with alot of storage.
Lighting
Lighting for the rooms will include the under bed lighting but also a ceiling LED spotlight in the shape of a halo. For ther hall lighting this will simply be spotlights.
In the dining room the chandelier will be a series of interconnecting tubes of light.
Misc.
In the dining room there will be fake windows showing a video of a sunset over the sea. This may also be in the bedrooms in the shape of a porthole.
The double room will have a tv at the end of their bed which will be glass of some sort. These tv's along with digital picture frames will have water damage.
The tv's will also being showing static.
In terms of the picture frames they will look like old gold picture frames or simple wooden picture frames.
Object Pick-up and Drop
Working on button press using kismet, but this happens instantly e.g. pick-up and drop on the same place. Looking into using Uscript for this instead and altering pick-up to be on touch and then drop on button press.
Monday, 6 February 2012
Mudbox
So after modeling the first tunnel section, I've brought the finish (low detail) model into Mudbox where I can add more detail and normal map the model at a higher detail and by doing so make a more real life looking cave system.
Cave Modeling - The long and slow of it.
So cave modeling, it sucks. It takes for ever to actually model a cave seeming as they are a natural creation with annoying shapes. Anyway I've spent a long long long time researching the best way to go around modeling a cave system.
Anyway after a long time I've final figure out a system that though may look crazy is actually a good way to model a cave system.
The following images are what the cave system currently looks like, before it has gone into mudbox.
Anyway after a long time I've final figure out a system that though may look crazy is actually a good way to model a cave system.
The following images are what the cave system currently looks like, before it has gone into mudbox.
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