Saturday, 2 April 2011
Tuesday, 15 March 2011
Saturday, 5 March 2011
Friday, 4 March 2011
Thursday, 17 February 2011
Wednesday, 16 February 2011
Here are the concepts for my assets. These are just squidgy from my brain, so if anyone had different ideas about what they are supposed to look like please say!
The tea set I thought would be a good chance to contrast the disturbing foetal imagery. The thought of a dainty tea cup placed beside an oozing half formed child freaks me out.
Jars… fairly boring and empty…. and badly drawn :-/
Candle holder. In my head I imagined something quite OTT and garish.
Prayer rugs I would have concepted but I just couldn't get the drawing right, and it ended up just annoying me, so here’s a mini mood board instead. The prayer rugs my uncles have are all very colourful and ornate so that’s just what came to mind.
The Phoenix is symbolic of this- it lives for a 1000 years, ignites itself and its nest and from the ashes a new Phoenix is born- hense the new logo symbol thing.
I then decided to give them child like masks- signifying a very poorly looking kid. Disease/death/decay and whatnot but on the face of a baby... it freaked me out painting it... but, is that a good thing in this instance?
The daggers were literally made up as I went along. I did a bit of research into various designs but I wanted to keep the blade fairly short(ish) to signify it's not for stabbing and impaling but rather cutting... DRAWING TEH BLOOD (om nom). Could you guys give me an opinion as to which dagger design you like best? I quite like the bottom one (made of some sort of stone) as it depicts that it's ancient and it looks a little bit painful.
Then there's the sacrificial table itself. Don't ask how the fuck they managed to get that thing into the Queens building as it's made of solid stone. It just... is. I thought adding the lady underneath would be a) freakish b)more interesting, visually and 12) wouldn't be toooo hard to model as most of the details and form would be hidden by the cloth.
So yeah, there ya have it- what 'chu think?
Tuesday, 8 February 2011
Monday, 7 February 2011
Thursday, 3 February 2011
Wednesday, 2 February 2011
If everyone would like me to, I'll make a plane with a texture on it depicting average human height along with other various other objects of descending scale. Sort of like the texture that Mike showed to us that Valve Corporation had used.
As an afterthought, perhaps it would be best if we all just used unreal units (2.54cm) for the sake of simplicity. We can even convert our existing asset measurements into UUS to make understanding scale less of a hassle. What does everyone else think?
Tuesday, 1 February 2011
Plus candles, books, stuff like that can be seen as one asset, seems silly to break them up.
Feel like when we finish this i will be able to say "i modelled a few assests" Hate that ive had nothing to do with the UDK file. Was doing really well with it but had to just give up when i learned that i was wasted my time....because it wouldnt be used.
Lets equal things out!!!!
As andy said early, hes kinda been labeled with the concepting. but maybe certain areas of things should be given to certain people to sort the work effort.
Can we please talk about this on thurs especially as i feel thus far ive litteraly been sitting here doing sweet fa except a few paintings.
- Please focus on the assets that actually do exist in the Queens building for the time being. The cultist assets shouldn't be approached until we have a clearer art direction. It would be a nightmare if we all envisioned the cultist aesthetics in different ways and ended up with an inharmonious nightmare of conflicting asset styles. Further concepting of the cult further down the line will help us to unify styles and envisionments.
- Set your units to UUS (unreal units). This can be done by going to customize > units setup > custom, and then enter a value of 2.54 for the CM parameter. Then going to tools > grids and snaps > grid and snap settings > home grid and setting the grid size to 16 will make it such that one grid unit represents 1 foot. 95 UUS or 6 grid units will thereafter represent average human height.
- Ensure that all pivot points are centred to 0, 0, 0 and meshes are positioned such that they sit ontop of their pivots. The except to this is for meshes that are attached to walls, which should instead have the mesh make contact with the pivot point where the object would meet the wall.
- For static meshes, delete any hidden faces that the player would never see.
- Ensure all meshes are without floating verts and contain no Ngons.
- Tris should only be when absolutely nessissary.
- Model collision meshes such that they have the lowest possible complexity
- As for naming assets a specific naming convention should be used:
- Please do not texture yet. We need all textures to harmonise with one anouther and will use techniques such as ambient occulsion baking that require for texturing to occur further along the workflow.
- All models should be UV unwrapped efficiently with very small gaps between UV shells.
Monday, 31 January 2011
Howdy ho- this is the updated blueprint for Max, hope it's clear enough for you, sir. To anyone else interested- I'm currently uploading many pictures of various assets to the file share if you want to get stuck in with some modelling. Though I suggest we actually take some measurements tomorrow so everything's to scale when we import it.
If kerris was creating her part of the level in udk the rest of us would begin working on assets textures etc.
Once kerris has completed her part of udk it is then handed onto the next person who then creates there BSP area and kerris then starts with her creation of assets etc.
It seems like a better alternative than us all working on seperate udk files.
Also ive not been well and not rly got to grips with udk (lame) so if anyones in a simliar boat we can hand the inital file to start with someone whos more comfortable at present, allowing straggelers to still come to terms on how le fook it all works.
Sunday, 30 January 2011
Saturday, 29 January 2011
Friday, 28 January 2011
If anyone is having any scale issues (and no, I don't mean like a skin problem), if you go into Studio Max and go to Tools/Grids and snaps/Grids and snaps settings then click on the Home Grid tab and change the Grid Spacing to 16- this will make each square a foot long in Unreal terms. Stacking 6 grid sized cubes on top of one another will be an average character size. Unfortunately unless we take a tape measure in and measure every single wall (as it seems some groups have done) we'll have to eyeball it. Luckily I don't think it has to bee 100% correct... but it'll still need to look like the Queens building.
With any luck I'll be able to some more concept artwork tomorrow and maybe a bit more on Sunday night after work. What's that? Another all nighter? Oh, whoopee doo! Anyway, can we all let each other know what we're doing just so we don't all spend too long making Unreal levels? Thankyou and goodnight.
Thursday, 27 January 2011
Wednesday, 26 January 2011
STAIRWELL - ANDY
HALLWAY - ANDY
CELL A - KERRIS
CELL B - KERRIS
FOYER – NICHOLA (MAYBE)
SACRIFICIAL CHAMBER - MAX
WASH ROOM – NICHOLA (MAYBE)
TROPHY ROOM - DAMIEN
MEETING ROOM – WILL (MAYBE)
This list isn’t set in stone- if anyone feels they’d like to have a crack at a different room then just say so. Even if we have someone else is already doing it- the different variations will be interesting. Be as weird and wonderful as you like- we can decide on a final style once we put them all together.
Monday, 24 January 2011
The bloody symbol on the wall is totally random by the way- and doesn't mean anything... subject to change! I've added a few drainage leaks coming from the mass of pipes above- just to drive home the place is pretty knackered (also dripping noises could be quite atmospheric if possible). Due to the moisture; grime and dirt is growing up the walls too.
Just some general mood boards really!
The first is just a place to start from really… a couple of dilapidated corridors and general clan imagery. I left it a little bit generic as we still have to finalise our theme…
And some lighting shots just to sum up the feel I got from today's chat. The top bunch of images are based on lighting I thought would be appropriate for the start of the level above ground. I thought perhaps sunset would evoke a sense of urgency as darkness will soon fall. Below I figured candle lighting would be more appropriate, but again, its just a start really. Please say if I’ve completely got the wrong idea :)
Week 1: Take reference photos of Queens building and any other images that can be deemed useful.. Collaborate on a concept to work with.
Week 2: Decide a route through the building for the player to wander through. Get some sketches painted depicting the level. Get the group to sift through the styles and pick one to work with. Make a simple box out of the level in Unreal to see whether it works.
Week 3: Return to the Queens building and get as much reference for potential assets as possible. Front, side, back etc. Research how many triangles/texture sheets we should use for the level. Categorize assets into specific tiers- tier 1 being the most important, 3 being the least in terms of detail and texture space. Assign assets to each team member taking into account what tier the asset is- the higher the tier the longer the asset will take to model and texture.
Week 4: Continue with the modelling- meet up regularly to upload work to see how the level is progressing and to make any alterations. Making sure everything is to scale and coherent is an absolute must.
Week 5: More modelling, texturing and play testing. Play with lighting to see what works.
Week 6: Consume alcohol. And continue as before.
Week 7: By around this point we want to be a good chunk of the way through the build- fixing any bugs as we go.
Week 8: Continue on as before, perhaps use this time to go back and spruce up any older assets.
Week 9: The level should hopefully be pretty much done- I've given us a week of 'emergency' time in case of any issues.
Week 10: Have level completed.
Weeks 11 and 12: Play test the shite out of the level and fix any remaining problems before dead line.