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.