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.
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!
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
Sunday, 26 April 2009
Saturday, 25 April 2009
Ambient Occlusion
Friday, 24 April 2009
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.
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!
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.
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
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'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.
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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.
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
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.
Get hip with the refine...
Thursday, 16 April 2009
New "ish"
Subscribe to:
Posts (Atom)