Saturday, 2 April 2011

Wednesday, 16 March 2011


Still no spec or normal maps though. :(

Tuesday, 15 March 2011

More Shiz.

Still have the stairs and the rubble to do... and all the specular maps... and the normals... oh dear.

Saturday, 5 March 2011

First Texture sheet (No normals)

These 3 assets plus the cult mask below make up the first of my texture sheets- 1024 x 1024 with specular map. Hmmm... they're a bit grey aren't they?

Friday, 4 March 2011

Finished Cult Mask!

Okay, so I should be getting on with actual Queens Building assets- but I thought this would be a bit of a laugh... as it turned out it actually disturbs me somewhat. I used an ambient occlusion map from a high poly version to make the details for the low poly. Other than that, all I've used is a diffuse and specular map- would it be worth adding a normal map? This thing is on the same texture sheet as the circular light, keypad and dustmask (the smaller of my assets) so I wasn't sure whether all that detail would be required.

Tuesday, 1 March 2011

Thursday, 17 February 2011

Hey Max, here's an idea of where my assets will go. Some of them are obvious- perhaps we could all try doing one of these to give you an idea of where to put stuff? Unless people want to place things in Unreal themselves of course. Problem is- I can't remember what rooms we agreed on? I'd say the rooms with stools in them would be class rooms so therefore we could add tables and computer workstations and things in.
Probably should discuss this tomorrow...

Wednesday, 16 February 2011

Cult Concepts


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.


Cult Concept... err... Craziness!

Okay, so I'd better explain these images below or I'm going to get some seriously funny looks from you guys... well, funnier looks. Right, my idea for these cult dudes and their fetus fetish-y ways gave me the idea of them being into worshipping rebirth- what with the demon thing they've got growing on the ceiling.
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

Too much?

Stairwell Progress

My current progress on the stairwell. Stupidly enough I didn't take any measurements for the bit of flooring half way between the bottom and first floors... the handrail goes all the way round y'see. Actually, the hand rail is really eating up triangles... what with all the curves and everything... I'm currently sat on a whopping 3200 triangles so far. I know it's a large asset- and quite iconic but I think I may have to scale it back... a lot.

Monday, 7 February 2011

Concerning the white box

Hey guys, in the last hour udk 2010-01 has crashed n decided to mess around about 11 times. Its become a real headfuck and i dont understand when the newer version was absolutly fine. I was hoping to have the completed one with some brushes added to show tables, lockers etc but i doubt im gna be able to have it done with this monstrosity.

Circular Light Asset

Managed to knock it down from 422 tri's to a more reasonable 284. Behold! The circular light.

Thursday, 3 February 2011

New Pictures

I've added all of my reference pics on to the 4shared site. Some of them are useless but I figured every little helps. ;)

Some of the assets will definitely need more refs taken!

Asset Scale Chart 01

Wednesday, 2 February 2011

More on Units

There has been some confusion on whether we're going to use feet, centimetres or unreal units. It doesn't really matter which unit system you're using so long as the final asset will be correct in unreal units. Here's an article that sheds some light on conversion ratios:

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?

Could everyone scroll down and re-read Damien's IMPORTANT THOUGHTS post, plz?

Tuesday, 1 February 2011


Thought we were going to equal the assests out.
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!!!!


I honestly think we need to set areas of say..relativity. it seems to me that its all getting a bit wishy washy.
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.

Modelling Workflow

Firstly, sorry about my sloppy use of English. I'm very tired right now. If you need me to clarify any of these points please let me know what's confusing you in the comments section.
  • 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:
 Collision meshes should include the prefix UCX_ followed by the asset name in lowercase. Seperate words should be joined together without a space with the first letter of any word preceeding the first being upper case. For example: UCX_cardboardBox

  • 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.

Good UDK tutorials.

A bit slow and tedious but very thorough.

Sacrificial chamber idea (the end of the level)... didn't go quite how I'd hoped... but hell, it's another image. If anyone has any crits they'd be appreciated. The big stone thing is a bit cliche but I couldn't think of anything elaborate to put in its place. Some scrawled wring on the wall might've worked too. Gah. Sleep time.

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.

Asset listing

I've made a plan for the assets and texture sizes i believe are applicable to them. Note any changes that you believe are more useful or necessary, aswell as any additions you think we need.


Concerning the use within the group of our udk making, thinking that if we each have our own udk file with the area we are making and then later on try to combine em seems a bit messy. My thought is that so we all are creating a part within udk and are all working to the same objective, we should share the 1 file for creation of BSP architecture for example

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.

Anyone confused?

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.


And a hilarious attempt to recreate the broken railings and hole in the upper level. This is a view from the starting position, through the mini window.


Looking forward to having a schedule and assigned jobs to be honest!

Sunday, 30 January 2011

Lighting Concept Piece

Sorry about my poor painting skills.

Rough Concepts

Just a rough concept of the upstairs. I was playing around with the colour of the light coming from the room.

Nothing compared to andy's but a quick 45 min paint

Saturday, 29 January 2011


Hey the blockout is up on the ftp site now. Couldnt get it to work in unreal which is a bastard but its just a blockout showing the area to appropriate scale and the blockages and building damage

Player Start-age.

So this is my idea for the beginning of the level. Just a dusty, run down version of the Queens building. I was thinking maybe having Satanic markings and more wierd stuff lying around the further you got to the end of the level. Oh, and that's my half arsed attempt at some kind of symbol.

What now?...

I dont know whether to whitebox the place, to a concept (which will take me ages and be shit) or model assets to import into UDK. We need to assign jobs i think.

Ok, so I lied about the sleep thing...

Just thought I'd add to it a bit- tried to make it look a bit spookier with the light comingthrough the door and a bit of steam/smoke. Should probably make that glowing fuse box thing glow a brighter red too... nevermind. Sleep now. Maybe.

A paintover for the ground floor collapsed corridor. I'll do some more tomorrow... I may have to sleep now.

Friday, 28 January 2011

Andy's scale advice

This is what the scale system looks like taking on andy's advice of the grid (16)


So here's my version of the plan- I won't be able to build it in time- but fortunately it's fairly boxy so hopefully that'll help. If anyone else wants to whack up their plans, please do so- and we can decide what's best to go with.


Okay all, having been into the labs earlier it's evident that we're falling behind- but no need to panic. I can't get Unreal working on my PC with any real success so I've been having to go into uni to follow tutorials- but it's not been very time effecient. I've been down to the Queens earlier on and have taken a shit load of reference images of the various rooms and assets- so I'm going to sort those out- I'm also going to try doing a rough Studio Max blockout that can be imported into Unreal.

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

Emails please

I need your email addresses so i can send you the details on our fileshare site
can u send em to
I was meant to tell ya it all today but it slipped my mind

Wednesday, 26 January 2011

Good inspiration for candle holders in foyer.


Fingers crossed one of you see's this and has it
Interior pictures of the elevator? Any luck?

Fileshares and UDK

Udk tutorial link

File share website

Will forward the details on how to log in etc to your emails
we got a 10GB limit on it which will be ENOUGH












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.

Max has put together the final floor plan (below) and will be screen capturing the separate rooms for us to paint over. Any issues then leave a comment or we’ll talk about it during the meeting 2moz.



Here are a few alterations to room proportions.

This is our final plan without contingency considerations taken into account. We still need to discuss the priority of different rooms and decided which we can abort if time is against us.

Tuesday, 25 January 2011

Monday, 24 January 2011


Rough idea of the hallway in the Queens building. Thought it could act as a sort of transitional area between the dilapidated area and the cultist area. The doors to the cells have been pulled away and been replaced with heavy duty bars- if that wasn't enough- the 'fuse box' has been pulled open and carelessly hooked up to the door keeping it electrified (whether this will be on during the players visit can be discussed later- perhaps the player can turn the current off and on?) Candles line the hallway possibly to 'cleanse' the prisoners before some sort of sacrificial ceremony.
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.

Mood Boards…

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 :)


Layout Ideas

This is just the sort idea of a layout I was thinking about. I tired to keep it small and simple to put the emphasis on the modelling and texturing.

Layout Proposal

Having just seen Damien's contribution, I think I prefer his to mine!

Rough Time Management Draft

Alright all? Thought I'd have a stab at creating a sort of time scale chart. Remember- it's only rough so we can alter it when we meet up, adding and changing things if need be.

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.

Saturday, 22 January 2011