18 November 2011

It's alive!!!

Bob Box is now working in engine. It took a little bit of investigating and checking out the UDN support pages but I managed to get Bob working. For now he is using the UDK default animations but these will change.



Bob celebrates his new lease of life

Adding Sockets

Creating a PhysAsset

He lives

... He dies

From here we can add our own animations and eventually add our finished meshes to the character.

Map and Environments 3

We are constantly looking for new methods to refine our workflow. Initial 3d model prepared earlier in Maya 2011 will have its use as reference both for our concept art and further level design.


Render of sea side of the house served as reference for creating more detailed visualization in photoshop, including lights, textures and extra elements of decoration.

Will found a great example of the type of lighting we wanted for our level.



This work is still in progress. We may find some elements of the environment unnecessary, change, add or pelace something.

15 November 2011

Block-Out

Using our floor-plan layouts that we designed, along with the knowledge that we have some of our game mechanics working at least to a representable standard, we decided it was time to begin the initial block-out of the level in which the demo will be set; Villa Rouge in the south of France.

To do this I first made a flat square BSP floor, and applied a map material to it using the downstairs map seen above. The three of us sat together and scaled and re-scaled it until it looked right when running around on it in game imagining there were walls and doors and so on.
The next stage was to build the map using BSP only at this point. Eventually, all BSP walls and interior would be replaced with static mesh walls that will be repeated all over and made to a high quality.

Once we had the lower floor, through further scale testing we decided to shrink the entire thing some more, which then required a re-build to snap to grid properly again, and stick to some kind of rule as to how thick each wall is, how wide each door is, and so on.
For this, a new texture was created. Because we were using the grid on the walls for height reference, we wanted to keep them.
Next I made the upstairs once we had re-snapped the downstairs to the grid at its new sizes, and populated it a bit more. Next I will be adding the attic and rooftops, as well as finishing off the rendering outside the building, and adding the garden.