Sunday 26 February 2012

Part 6


1. Lets get some old fashion piping in. The rusted up machinery I will make later.

 2.

3.


4.

5. Just built a converter reducing from the big pipes to a small pipe

6. Experiment with pipes. It seems to be quite high in tris so I am going to get remove unwanted faces (the ends) and I am thinking of omitting some edges in the small piping.

 7. Making grid and machinery assets.


(UV map Tetris moment =)
8.

9.


10. Tile was too thick (thank God they all have there own pivot point, this made it easy to fix the mistakes and the layers help a lot).
11.
  
12. Re-thinking the tile layout.


Friday 24 February 2012

Event 1 Grandad's Collection


Event 1

Part 5-6 Machine texture hunt

1. Grandad’s old collection pile. I found so much useful stuff and textures in this pile.


2. Climbing and wading through the collection of old machines.
 

3. Climbing higher to get the things I want is a bit scare yet rewarding. I found old WW2 used tank heat shells (as shown in the bottom right picture) and got some really nice pictures of the heat shell cases and shells for my texture library.

4. I found an old fire hose I moved it to get good texture shots and believe me it was heavy and in a really awkward space which made its hard to reposition.

 5. After my gymnastic routine searching the collection I stumbled across quite a lot of useful stuff like cogs, old rusty tools, a beer bottle an old WW2 civilian gas mask and many more items. I was like a kid in a candy store and while I searched though the pile a thought suddenly popped into my mind “it’s like a woman’s handbag they have everything in there including a kitchen sink..” 2 minutes later I found a sink…




6. I felt I was in the circus doing a high wire act as I climbed over and through the pile.


7. Explored a little bit more, collecting martial textures outside in the construction yard.

8. Explored an oil tank and got some beautiful rusty metal textures including some rusty bolts. 


Thursday 16 February 2012

Part 5- UV mapping and redesign of underground layout.


  1. Back resizing everything and getting the assets right. (Completely remade the stairs and uvs)

2. Sized both stairs uv maps to straighten the texture so they were both inline with each other.

3.The completed meshes I have I will quickly design the level.


4. Quickly put tiles into the corridors.
There was a power outage so I had to redo evetyhing since the start of Part 5. *Tip SAVE your work xD I learnt the hard way =/

5. I lost all my data because the power went out but inspiration hit me at this panic moment. If I wont have enough time to get the base done I will extend the game play a bit in the temple/ base because I have perfectly good assets already so why not extend exploration.

6. Security room (puzzle).



7. If I give enemies extra room to move around this should provide more interest to the player in action

  1. After that they will go into the untouched part of the temple in order to get past the collapsed walls blocking the way to the Elevator / Pole.

9.

Wednesday 15 February 2012

Part 4- Tile Redesign, Normal Map testing and Rendering.

1. I looked at the tiling from a new perspective and thought about modelling low poly tiles that can be duplicated.

2. Made a tile compatible dirt texture using my own photos to create the floor for the tiles to lay on top.

 3.  I decided to darken the soil texture because it looked too dry and managed to UV map and texture tiles. I made 5 types of tile x2 different textures so I can play around with positioning the tiles. The unreal scale made it a lot easier because the pivot was flexible to rotate and move. (hint* to make the gaps I made the tile slightly smaller then the grid and position the pivot to the grid)
(Soz Bad Picture =S)

4. started to get excited with normal maps (went off to create the basics and rushed into normal maps that still seemed a little off. I might go back to them)

5. The one normal map I felt all right about but I can still change it later on. This is the setting I did in NDO to get it to look like this.

6. Modelled a few holes to make it look like the holes had been eroded by weather effect. The first render looked too … plain, so I added a few more out of place tiles that had been dislodges by wind and rain. (there are dark lines in the dirt texture because I found out later that I didn’t  tick the canvas option in NDO normal maps at the start, so the texture edges picked up light *face palm)


7. Started to do the normal map with the tiled wall texture and came to realise that I hadn’t done all the basics first before final touches. I am still a little unhappy about the normal maps so I will come back to them at a later date.



Tuesday 14 February 2012

Part 3- Huge scale problem to UDK x2 and Redesign...

1. Ahhhh! Unreal scale of 32. I new that I was going to put my level in to udk but I found out that unreal does everything by a diverse grid size. The power of 32 means that I had to resize all my meshes through a new X, Y, and Z grid.

2. But this means I can recreate designs better then before and also reduce poly.
3. I started to be more creative with the destroyed wall designs and found that it does look quite good with the soften normal edge tool..


4. To make it easier on myself I reduced the roof and it looks good with more wall reduce because of the flow of the landslide.

 5. The Flow of design had to be improved and because it was scaled with the grid I was careful making the pivot point also scaled to the grid. I was then able to come up with a creative design that can go in the corner and it fits well. 

6. I had space in the UV map so I started to design a lamp that can easily attach itself to the pillar.

7. Good to stand back and see how a texture looks at a distance.

8. I started to redesign the circular door and found that the width is out by one cube. It has an odd number and away to divide the grid by adding a division in  1 cube space.

9. I started to try and scale the circular door entrance and regretfully ignored the odd measurements that eventually will come to haunt me.

10. 1 cube causes an extreme problem because the rotating pivot doesn’t meet the grid.

 11. BIG GRRR >.< !.13 by 13 an odd number. Really bad to work to a grid that has a round door. I could have made the entrance offset but I had an extra idea for the tiling.
12. Because I am slightly rescaling everything I found mistakes and was able to redesign a few things to reduce poly count.

13. I was glad I double checked because I found that the vertex’s didn’t merge properly so I had a huge fight with it and it’s invisible faces. Now because the tiles are 12-12 I can save time by creating 1 window to fit all. It was a good time to redesign some meshes for the better and get rid of unwanted faces.

14.

15. A lot of mesh’s that are out by one space. =(