Tuesday, 23 April 2013

23rd April ~Dan's Update

For the last few weeks on the project, I've began to get a lot of the smaller assets done including more fun stuff, like making the bin more novelty and something that would fit into a school environment (Chicken Bin!). I've also added smaller details to the room in general, such as the door frames, which i made separately from the main walls so i could play around with the placement more. 

Smaller things such as potato smilies and putting our faces on the milk cartons, i thought would make good little Easter eggs for the player to find, and make my area more interesting to explore (need to get pics of everyone, so we all make a guest appearance).... and in hindsight, I need to make that plate actually round (y).

I've placed most of my main assets with the cafeteria and kitchen areas, though i still need to play around with the final placement of everything... i was holding off doing that until i have pretty much all of my assets done so i can experiment with how everything looks in different positions before i finalise the lighting. 

All the furniture in the kitchen is done.... i just need to populate it with small assets like pots, pans, cutlery, etc. depending on how much time i have left, i was considering adding a walk in refrigerator, as there is a lot of spare space in one corner of the room that i think would be ideal. 

Ive borrowed someone else's doors as a place holder for now, as i think it helps to give a good impression of the area being closed off. There are still quite a few problems and things that need fixing in my area, such as what im going to use for the main wall texture, and sorting out the map channels on a few tile able textures i used for things like the tables (the legs shouldn't be wooden!)

Id also like to look at making a partially broken ceiling for the main cafeteria area as ive played around with collapsed furniture, and would like to add some sort of rubble and a hole in the roof, to show more dereliction.

Monday, 22 April 2013

update andrew timms 22nd april

since my last blog update i have finished my helicopter and imported it into udk i ended up using 3 1024 texture sheets.



i then started creating some general assests that can be re used around the level


switches etc


strip light

fire extinguisher...classic

doors
fire alarm and bin
book cases and books
after doing a few general assets i wanted to do something towards a room so helped alex as he asked me to help him with his classroom.
blackboard
table with lunch boxes(untextured)

broken window
 where the helicopter has come in there is obviously going to be a broken wall the wall texture shown is just a placeholder and i was playing around with foliage alphas to make it look like plants have come in through the window this still needs finishing.
 
broken walkway
the walkway will have also have been damaged by the helicopeter so i used toms walkway model as a base and modified it.
rubble
 i started playing around making a few rocks and rubble and grouped them togther as some will be needed where the helicopter has entered the building, but they can also be used elsewhere if needed.

something i still need to do is light map my objects for udk and i plan to do it this week


Update 22nd April

This week we have been pulling everything to together and started to fill out the level a bit more.
We finalised the first portion of the map - Creating a new area to force the playeraround the map more.  The corridor consists mainly consists of existing assets, but we also made some lockers and a coat hanger to create a cloak room area.


I have also made a few more random assets and updated others to help fill gaps in the level and make prettier.

I currently working on some plants and foliage.  I am hoping to have some bushes to hopefully help guide the player along a path.

I am planning to make a thorny bush and also some flowers to randomly spray around the map - Using local plants as reference.  I still have to make more variations of the grass and vines - These should hopefully fill a lot of gaos in the level and help mask bits too.

Update from Maffy ~ 22nd April


The classrooms I have been working on are looking pretty good; I have been making a lot of assets and improving the textures lately. I think you can actually tell what my classrooms are now that they have assets in them.

My art classroom needs a bit more attention, but I have made the main assets for this room, it just needs a few more little objects in it to create a more cramped and derelict feel. I would like to add creepy children's paintings to the easels and some decals of splashed paint and hand-prints to the walls.



The anatomy mannequins in my science room have been very successful and I am working on creating my birthday party scene to add a bit of psychotic humour to the level. The test-tubes and beakers need a little bit more work on them, as for some reason the glass texture isn't working after reimporting the meshes twice, so I will be working on that. We have spent a bit of time figuring out how to get from room to room, resulting in having a smashed through wall in my science classroom, I will need to move my assets round a little to fit in with this but I think it looks quite good (texture still needs matching up though!)


Also I changed the blog title... spelling mistakes, come on guys what is this?! XD

Wednesday, 27 March 2013

update andrew 27th

still doing this choppa which i want to get finished very soon
i decided to add in the cockpit and change the seats inside so i can use the same ones in the cockpit and the part you walk through.
 
 
 
unwrapping was a bit a challenge but i got their eventually i started texturing but i wont post a picture at this point i will get one up in the next few days. i may need to take some more pictures to use for texturing.
 
 
i was finding my uvs were not big enough as i have made everything relative in size so textures are consistent and when i started texturing things were coming out way too blurry so i had to split it into 3 which will probably be 1024 each i will see how it goes.
 
 
after getting bored of doing the helicopter i decided to make some quick small assets from left to right is a bin, plug socket and a fire alarm button i will probably model the alarm itself and a strip light then hit the sack i should be able to texture them all by tomorrow and try and get them in udk :).
 

Update from Mackie 27th March

I have been spending a lot of time looking at lightmaps - For some reason there were always nasty marks in the seams between assets.  There are many factors into why this happens, I've posted the most useful tutorials I found on our facebook group.
lightmaps overview
Forum help

I have also been upgrading all my assets and started on the second floor.  We really need to update the level with everyones stuff as soon as possible and really finalise the path of player.  Items will need to be fixed and re-imported no doubt - I still want to re-unwrap a part of my walkway and add vines/plants.

In the future I want to make a ceiling or something to look up at, vertex painting, animating (doors/mobile/flickering lights), sound files, more assets (couches, tables etc), and how to finalise/archive level
A second floor doorway WIP - Might make more windows to add impact

Modular walkway parts in mid-production - just about finished
Upgrading my wall & floor textures

I added the UDK skybox - Can replace with own later


shiney

 






adam osbourne updates

after talking to alex king co art director i made some revision i made my wall texture tileable to make it more Consistent i plan on later to add some mold and cracks from vertex painting to make it more interesting because at the moment i think its quite bland .i then moved on to further with asset building .


after building all my chairs and texturing them and my desks i moved onto my screens which will be a big vocal point in my level and screens.also worked on some more interesting assets to make my room more important by modeling a key and axe and cut of hand when we spoke about the idea for the level we said we'd find a key in my space to enter the final room . and the hand and axe was to incorporate the blood trail through the map as a kind of path.

by next week i want to have done a few alphas for damaged glass and foliage and maybe some paper about like in resident evil .