Sunday 6 September 2009

Monday 8 June 2009

I was in the pool!!!

Our level size has taken a dip in a cold pool. It has shrunk. I've been working almost 'round the clock since interfaces. I started putting some pipes and stuff in there...I wasn't feeling it. I've redesigned the hallways (including the grand), security room, elevator locations, electric tunnels, steam tunnels, as well as relocating the docking bay and lower levels (relocation thru shrinkage mostly). I will post some screen shots later.

Friday 22 May 2009

Thursday 21 May 2009

I "think" the bathroom is done.

I think it's done, everything still needs a sepia tone but to me this looks like something you'd see in the thirties. Whatcha think?


Saturday 9 May 2009

Clowns eh?...

I haven't "blogged" in a while and for this I am sorry. I hope you can all forgive me. All the assets on my list are now modeled and I'm about 1/3 the way through unwrapping. I don't forsee any problem in getting almost everything textured by the end of the term.

Ah! Working!

This is where the level is so far. I am hoping to have this completed by monday evening. After the full subtraction is complete, I will begin adding architectural details and busting out my assets.

Wednesday 6 May 2009

I'm not gonna lie....

Production has been slow. My priorities have been shifted due to a series of unfortunate events. I have been working on the level. It is almost fully subtracted. I am behind. This friday is my planned catch up day.

Friday 1 May 2009

Flow Chart and Map not Slow Shart and Clap...

Here be the map key (with root objectives), bubble flow chart, floor plan maps, and some goodness. I'm going to construct these in illustrator, but first (i said but first ha! ha!) I want to meet with the team tomorrow and discuss the "mini games" that will happen (Justin has a solution for this). As for now, these are the (for the most part) concrete design plans...until the mini's are confirmed, this is where we stand. Solid. From the books. This is gonna be good! I just started subtracting the lower levels (I know. I'm a bit behind, but only just a couple of hours) and I should have screenshots of the entire level (world brush subtraction) soon.





Monday 27 April 2009

Dey tuk r jerbs!

Just some quick models this morning before work.

310 Polys
278 Polys

278 Polys


174 Polys
(You can't see the hands of the clock since they are just Planes that will get an alpha map)

Sunday 26 April 2009

I Don't Want To Wait, For My Trapper Keeper To Be Over.

Here's the ticket booth with normal textures and the sepia texture applied to it.

Saturday 25 April 2009

Ambient Occlusion

Is f&^$%*g awesome.
There are no lights, light tracers, or fancy renderers (that word looks weird) used. This is purly an ambient occlusion map and scanline rendering.

Friday 24 April 2009

Wow...

I had run into some sort of roadblock for quite a few hours. I got it working...somehow...

To Texture or Not To Texture

So I realized that I'm not really sure what color scheme we're going with. This is something we should discuss tomorrow. That way we can texture accordingly.

Objects with Karma?

Is it possible to make objects in unreal use Karma (physics)? If so, do we want to use it? Just wondering before I optimize objects that would make sense to use Karma like garbage cans and stuff.

hop on the good foot...and do the bad thing!

Here are some screenies of the biz. More this eve... (train cars, booths, etc. = placehold)



Wednesday 22 April 2009

You"ll all have to excuse Master Pain-- uh, Betty.

It's time for his nap. Hmm, sleepy time.

I don't know why but I am really tired. But sleep is for the weak.

Behold, a light! Ohhh, ahhh!

241 polys

It's modeled after more than a few old light fixtures. I figured since it will be hung from the ceiling that it didn't have to be very complex. If you two think it should have more pizaz, let me know.

another view inside the docking bay...

A view looking at grand hall. The "INFO" on the booths; the words on the hall crest is FPO.


What's Animation?

So a couple things while I'm sitting here unwrapping. First: Unwrapping sucks. Second: Don't forget to bake out an AO texture. Third: 512 textures are small. Sadness.

Tuesday 21 April 2009

Underpants Gnomes

Here's some stuff. They are all under 300 polys. Let me know if they suck balls. GO TEAM AWESOME!!!!!!!!

Excuse me, Flo...what's the soup du jour?

Here be some other goodies. More postings soon.




Sunday 19 April 2009

You want my couch?!@ You can't have my couch!

I need your mutha f$@&%#g BRAIN!


I've bee kinda busy today. Hopefully my enthusiasm will outlast the 34 more days I have left. I've realized that this might be a faster/easier way to post updates.

The mirrors are 100 polys. The Stall walls are 194 polys and the door is 93. The door hinges are 72 polys.

I also realized that my trusty AMD Athalon 3800 may not have enough horse power any more. This small scene took 9:50 to render. I think I needs me a Quad Core.

I can... break these... cuffs.

You can't break those cuffs.

278 Polys
Sink Refrence


Faucet Refrence






Saturday 18 April 2009

We're Stupid...Again

SCHEDULE
56 Days
Saturday April 18th
• Set up schedule and asset list
Saturday April 25th
• Justin- 10 Assets
• Joe- Level Half Subtracted (Floor 1, 2)
• Tom- 7 Assets
Saturday May 2nd
• Justin- 20 Assets
• Joe- Level Fully Subtracted( Floor 1, 2, and Basement)
• Tom- 14 Assets, 2 Particles
Saturday May 9th
• Justin- 30 Assets, One Weapon
• Joe- Level Fully Subtracted( Floor 1, 2, and Basement), 5 Assets
• Tom- 21 Assets, 4 Particles
Saturday May 16th
• Justin- 40 Assets
• Joe- Level Fully Subtracted( Floor 1, 2, and Basement), 10 Assets
• Tom- 28 Assets, 6 Particles
Saturday May 23rd
• Justin- 50 Assets
• Joe- Level Fully Subtracted( Floor 1, 2, and Basement), 15 Assets
• Tom- 35 Assets, 8 Particles
Saturday 30th
• Justin- 57 Assets, Two Weapons, One Enemy
• Joe- Level Fully Subtracted( Floor 1, 2, and Basement), 22 Assets
• Tom- 42 Assets, 8 Particles, One Character, One Enemy
Saturday 6th
• Work as a TEAM to get everything up and running
• Polish
Saturday June 13th – Level Completed DUE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Assets so far...


High Concept

The Train Station

Genre: First Person Shooter

Theme: Past

Target Audience: Teen

Platform: PC

Description:
Bill Stevens is a football coach from Burlington, Utah. It was just after an away game in early November of 1932 when it happened. The radio reports were vague, saying something about an attack. With no contact available, Bill’s only concern is his wife. The only way back to her is by train.

With all of the stress on Bill he began to drink. The conductor found a place for Bill in the back so he wouldn’t bother anybody. While he’s sitting in the back of the train Bill passes out. As the train is getting closer to the station it’s attacked. Bill awakes several hours later with a pipe spraying cold water on him. Getting up Bill discovers the horrors of the crash. The first cars of the train are in flames. Bodies are scattered about the train. Bill’s only thought is to make it out of the station and find his wife.

This is where the player takes control of Bill. The player must find a way out of the train station. The player will encounter the robots that have attacked the train and killed its passengers. Bill must fight his way through these robots to escape.

Friday 17 April 2009

well, what do you intend?

The "window room" hall: for level-A (steam tunnels). A vague player path of the entire level. Yum.



Pick up that can

and put it in the trash.

I made two versions of the trash can. After making the original I decided it might look too bland for a high dollar joint like Burlyquan Plaza. I guess I'll leave it up to a vote. We could just use both since they aren't high poly.

338 Polys

302 Polys



Modeled after


Get hip with the refine...

Here is floor 2 (minus assets, etc.). Also with some path concepts for the lower levels. I will have a floor plan in a few. As always...feedback, suggestions, and comments are welcome.


Thursday 16 April 2009

New "ish"

This is the general layout for the main floor, ("so far" & missing train cars, assets, etc.). Let me know what you think. The 2nd floor will be posted after I launch a sea pickle.