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I need to count back to the last post for the title, but I cba right now. Finally have my preliminary exams over and I'll have a little more of my time to spend in the UDK. Today I just put some static meshes into this room to get it finished, and now all of the smaller buildings in this level are complete. The areas directly around and inside the factory are the last left to be detailed, then I'll need to finalise lighting before moving on.
Showing posts with label Development. Show all posts
Showing posts with label Development. Show all posts
Saturday, 19 March 2011
Saturday, 5 March 2011
Day 156
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Put some detal into two of the three remaining buildings. Should be finished this area soon, and can start on a new level. Can't wait to get back to crisp performance without such a big level to render!
Put some detal into two of the three remaining buildings. Should be finished this area soon, and can start on a new level. Can't wait to get back to crisp performance without such a big level to render!
Wednesday, 2 March 2011
Day 153
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An aereal, wireframe view of the next three small buildings I'll be furnishing.
Wireview of the whole level. Shows just how many static meshes (Blue) are in it already.
An aereal, wireframe view of the next three small buildings I'll be furnishing.
Wireview of the whole level. Shows just how many static meshes (Blue) are in it already.
Saturday, 26 February 2011
Day 150
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150 magical days. Finished off the building today. Three smaller ones to do, then the walls enclosing that zone to put in. After that, it's just finishing off the factory and its perimeter.
150 magical days. Finished off the building today. Three smaller ones to do, then the walls enclosing that zone to put in. After that, it's just finishing off the factory and its perimeter.
Wednesday, 23 February 2011
Day 147
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Welcome, peoples of the internets!
Here are some screenshots of the additions I've made since we last met. They include lighting, light fittings, detail on the loading-bay-door-thing, wall detail and doorways.
Long room is long!
Changed the gate thingy to slightly open, simply because it looks more interesting. Maybe mutant rabbits could burst from the building through it and eat your face. That'd be fun.
On a non-Failout-related note, some random people and I have started a little minecraft blog at http://epicminecraftjourney.blogspot.com/ Very early stages at the moment - basically an epic screenshot/epic caption type thing. Perhaps there'll be posts of a little more substance later on, though.
Welcome, peoples of the internets!
Here are some screenshots of the additions I've made since we last met. They include lighting, light fittings, detail on the loading-bay-door-thing, wall detail and doorways.
Long room is long!
Changed the gate thingy to slightly open, simply because it looks more interesting. Maybe mutant rabbits could burst from the building through it and eat your face. That'd be fun.
On a non-Failout-related note, some random people and I have started a little minecraft blog at http://epicminecraftjourney.blogspot.com/ Very early stages at the moment - basically an epic screenshot/epic caption type thing. Perhaps there'll be posts of a little more substance later on, though.
Monday, 21 February 2011
Day 145
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Well, a little late posting this, but I was a bit busy at the weekend. ALOT of homework which I decided to leave until the last minute because, well... I'm awesome. Anyway, I did a little work, making a cargo loading door type thing in one of the last buildings to "furnish".
Well, a little late posting this, but I was a bit busy at the weekend. ALOT of homework which I decided to leave until the last minute because, well... I'm awesome. Anyway, I did a little work, making a cargo loading door type thing in one of the last buildings to "furnish".
Wednesday, 16 February 2011
Day 140
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140 days into the project, and the second level around halfway done. I wonder if we'll end up getting into 4-figures...
Anyway, some more details added to these factory rooms, as well as extra lights that were needed. I think these two rooms are pretty much done now, so that's most of the major buildings done. Just a few smaller ones to go, and then finishing off the main factory buildings and adding surrounding walls.
140 days into the project, and the second level around halfway done. I wonder if we'll end up getting into 4-figures...
Anyway, some more details added to these factory rooms, as well as extra lights that were needed. I think these two rooms are pretty much done now, so that's most of the major buildings done. Just a few smaller ones to go, and then finishing off the main factory buildings and adding surrounding walls.
Saturday, 12 February 2011
Day 136
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I think 136 is right, it always screws with my counting system whenever I miss a post. I did some work on some of the Failton buildings today, as screenshots below will show. Still not completely free of whatever nasty disease has afflicted me over the last week or so - but well enough to feel guilty about not doing any Failout stuff for about as long!
I've added some wall detail and moved a light in the room to cover it more evenly.
I think 136 is right, it always screws with my counting system whenever I miss a post. I did some work on some of the Failton buildings today, as screenshots below will show. Still not completely free of whatever nasty disease has afflicted me over the last week or so - but well enough to feel guilty about not doing any Failout stuff for about as long!
I've added some wall detail and moved a light in the room to cover it more evenly.
Saturday, 5 February 2011
Day 129
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I have a couple of screenshots for you today, but not much going on besides lighting put into the room from Wednesday. Very lazy at the moment due to cough/cold/thing that has infected me. Damn you immune system, why aren't you as effective as antivirus?
I have a couple of screenshots for you today, but not much going on besides lighting put into the room from Wednesday. Very lazy at the moment due to cough/cold/thing that has infected me. Damn you immune system, why aren't you as effective as antivirus?
Wednesday, 2 February 2011
Day 126
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Blah blah blah, welcome. Blah, blah, blah Failout.
Since Saturday I've furnished the long, dark room, but I couldn't be bothered building lighting for static meshes afterwards because it would take ages and I want to play Crysis. Which is also why I'm writing this pretty quickly. I changed the lighting a bit in the room that was really dark because it seems some people can't take a little spookiness! No, but seriously, I added a light in the ceiling, mainly because it'd be silly if it was the only place that didn't have any.
Blah Blah Blah, SCREENSHOTS!
Blah blah blah, welcome. Blah, blah, blah Failout.
Since Saturday I've furnished the long, dark room, but I couldn't be bothered building lighting for static meshes afterwards because it would take ages and I want to play Crysis. Which is also why I'm writing this pretty quickly. I changed the lighting a bit in the room that was really dark because it seems some people can't take a little spookiness! No, but seriously, I added a light in the ceiling, mainly because it'd be silly if it was the only place that didn't have any.
Blah Blah Blah, SCREENSHOTS!
Saturday, 29 January 2011
day 122
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Well hello there! Welcome the Saturday installment of Failout's bi-weekly - wait, is that twice a week, or once every two weeks?
Anyway, it's Saturday, so I'm here posting pictures. Today we have a fine selection of screenshots from a dark, gloomy factory building in the vibrant industrial heart of America: Failton.
Dingy - but at least it offers panoramic views of... more factories.
These new darker areas should give me somehwere to stage scary stuff for the player to run into. Totally not inspired by all the Dead Space buzz going on at the moment.
Well hello there! Welcome the Saturday installment of Failout's bi-weekly - wait, is that twice a week, or once every two weeks?
Anyway, it's Saturday, so I'm here posting pictures. Today we have a fine selection of screenshots from a dark, gloomy factory building in the vibrant industrial heart of America: Failton.
Dingy - but at least it offers panoramic views of... more factories.
These new darker areas should give me somehwere to stage scary stuff for the player to run into. Totally not inspired by all the Dead Space buzz going on at the moment.
Wednesday, 19 January 2011
Day 112?
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Something close to that, anyway.
I have UDK screenshots for you! Yaysies, super-happy dancey funtimes.
Seriously though, I've added a bit more detail into the room again. Also working on more creature concepts in Photoshop, but I'll show those on Saturday.
A view of the gas tanks through the skylight above.
The gas tanks and some wall detail in the background (yes, more pipes). If you're new here - they are my friends. They make walls look so much less bare, and give stuff a rough, gritty, industrial look. I use them a lot.
A section of wall covered with wiring, tidied behind skirting with power-indicating lights
(Sparkly lights, yaaay!)
Something close to that, anyway.
I have UDK screenshots for you! Yaysies, super-happy dancey funtimes.
Seriously though, I've added a bit more detail into the room again. Also working on more creature concepts in Photoshop, but I'll show those on Saturday.
A view of the gas tanks through the skylight above.
The gas tanks and some wall detail in the background (yes, more pipes). If you're new here - they are my friends. They make walls look so much less bare, and give stuff a rough, gritty, industrial look. I use them a lot.
A section of wall covered with wiring, tidied behind skirting with power-indicating lights
(Sparkly lights, yaaay!)
Wednesday, 12 January 2011
Day 105
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Gr33t1ngs, t0d4y5 p05t w1ll b3... actually, nah - screw it.
I'll just have to break it to you straight. Not a lot has changed since Saturday.
I know, I know, It's been a WHOLE four days. I'm disappointed too. But sometimes, you just have to accept things as they are, and move on. Also, I was playing Forge on Halo: Reach way too much - but never mind that. It's in the past now. like spilt milk. Or something. Under a bridge.
I did have another go at assigning collision maps to the window meshes, so that the player doesn't fall straight through. However, either I'm doing it wrong, which (while perfectly possible) would not seem to be the case, or... they just don't work. Every setting I can see looks to be right. I suppose I should pull my finger out and just create some transparent planes in 3dsMax. Then again - there's no reason that they would work any better. I also put some barrels and crates and stuff into the building... which is like, reeaaally interesting.
So, that was Wednesday. Saturday is a whole three days away, and maybe - just maybe - I'll actually have done something.
Gr33t1ngs, t0d4y5 p05t w1ll b3... actually, nah - screw it.
I'll just have to break it to you straight. Not a lot has changed since Saturday.
I know, I know, It's been a WHOLE four days. I'm disappointed too. But sometimes, you just have to accept things as they are, and move on. Also, I was playing Forge on Halo: Reach way too much - but never mind that. It's in the past now. like spilt milk. Or something. Under a bridge.
I did have another go at assigning collision maps to the window meshes, so that the player doesn't fall straight through. However, either I'm doing it wrong, which (while perfectly possible) would not seem to be the case, or... they just don't work. Every setting I can see looks to be right. I suppose I should pull my finger out and just create some transparent planes in 3dsMax. Then again - there's no reason that they would work any better. I also put some barrels and crates and stuff into the building... which is like, reeaaally interesting.
So, that was Wednesday. Saturday is a whole three days away, and maybe - just maybe - I'll actually have done something.
Saturday, 1 January 2011
Day 94
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This is the beginnings of the makeshift bridge which spans across the widest road in the zone, and will be impossible for the player to miss on their way to the factory. I wanted to give it a distinct look from the other features in the area, and I think the large column made up of concrete blocks has a tribal look to it, almost like a Native American totem pole.
The latest aerial view of the zone, showing added roof details and bridges/barricades.
Since Wednesday I've been working on adding details to the area of failton around the factory, which will make up the central zone for the overall level. I've added barricades and makeshift bridges put up by the survivors of the Epic Fail in an attempt to contain the many monstrosities that it created, and make it easier for them to travel in safety. I also added general details to the buildings such as skylights, windows and doors.
Skylights will add variety to indoor lighting and, possibly, additional entry points to buildings.
Piles of broken equipment and machinery block some routes through the zone.This is the beginnings of the makeshift bridge which spans across the widest road in the zone, and will be impossible for the player to miss on their way to the factory. I wanted to give it a distinct look from the other features in the area, and I think the large column made up of concrete blocks has a tribal look to it, almost like a Native American totem pole.
The latest aerial view of the zone, showing added roof details and bridges/barricades.
Wednesday, 29 December 2010
Day 91
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Welcome back to Failton! I hope everyone had a very pleasant holiday period, and that Santa, and/or Kwanzaabot (Futurama, anyone?) was kind to you. After a brief break over Christmas, I've been working both on the animation for the trailer and the factory area of Failton again. I've added some detail to the buildings I put in last time and added the next three in.
Welcome back to Failton! I hope everyone had a very pleasant holiday period, and that Santa, and/or Kwanzaabot (Futurama, anyone?) was kind to you. After a brief break over Christmas, I've been working both on the animation for the trailer and the factory area of Failton again. I've added some detail to the buildings I put in last time and added the next three in.
Wednesday, 22 December 2010
Day 84
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UDK Screenshot time! Yay!
I built some of the other buildings for the area around the factory, filling in the spaces I marked out with pavement meshes. The approach to the factory looks better now. I like how the buildings in front of it mean that the player sees it above them, but comes across the entrance after wandering through the alleyways.
Trailer is coming along, but there's still lots to do, and I'll probably take a break from working on it over christmas. Anyways, time to look at the lovely pictures!
As you can see, there are still a few small places to be filled. Most of the buildings are pretty large - though still insignificant compared to the factory - so they may take some time to furnish with meshes and stuff. I'm hoping to join many of them up with bridges made of junk from roof to roof, adding another way of moving around to avoid crowds of enemies.
On a barely related subject, I've been tweeting about doing livestream videos when I work on Failout. I'm not sure how they'd work, or if we will end up doing them sometime in the future, but It'd be a great way to show you exactly what goes on in the UDK.
Well, I think that's all for now. Have a merry christmas and remember to check in for next Wednesday's post.
UDK Screenshot time! Yay!
I built some of the other buildings for the area around the factory, filling in the spaces I marked out with pavement meshes. The approach to the factory looks better now. I like how the buildings in front of it mean that the player sees it above them, but comes across the entrance after wandering through the alleyways.
Trailer is coming along, but there's still lots to do, and I'll probably take a break from working on it over christmas. Anyways, time to look at the lovely pictures!
As you can see, there are still a few small places to be filled. Most of the buildings are pretty large - though still insignificant compared to the factory - so they may take some time to furnish with meshes and stuff. I'm hoping to join many of them up with bridges made of junk from roof to roof, adding another way of moving around to avoid crowds of enemies.
On a barely related subject, I've been tweeting about doing livestream videos when I work on Failout. I'm not sure how they'd work, or if we will end up doing them sometime in the future, but It'd be a great way to show you exactly what goes on in the UDK.
Well, I think that's all for now. Have a merry christmas and remember to check in for next Wednesday's post.
Saturday, 18 December 2010
Day 80
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Hello again, peoples of the internets.
Since Thursday, when the last post was (belatedly) put up, I've been carrying on with animating the stuff needed for the trailer. Today I also did some other stuff in the UDK so that there was something to take screenshots of, but this post is mainly about the decision I've come to over Failton. Earlier it took me 30 minutes to build the lighting on that map. A new record! So I've decided that it's definitely going to need to be split up into different zones.
Taking the area I've already built on as the central zone, I'm going to surround each area with post-Epic Fail junk walls, as if the survivors has closed off sections of the city. This will allow me to build each area as a different map, and cut down the stress on my PC. Hopefully, the player experience won't be completely fluffed up by this, as I'll do WHATEVER IT TAKES!11 to make sure the transition between these zones is nice and smooth.
So, this shows the central zone, which includes the Puka-Cola factory. You can also see the boundaries for the other buildings I'm going to put in from the sections of pavement (sidewalk, for you Americanists) that I added today. I also had yet another attempt at getting the lighting right in the factory, but the changes are minimal - so I won't bother showing that.
Stay tuned for another update on Wednesday, when it'll be the Christmas holidays. Wooo!
Hello again, peoples of the internets.
Since Thursday, when the last post was (belatedly) put up, I've been carrying on with animating the stuff needed for the trailer. Today I also did some other stuff in the UDK so that there was something to take screenshots of, but this post is mainly about the decision I've come to over Failton. Earlier it took me 30 minutes to build the lighting on that map. A new record! So I've decided that it's definitely going to need to be split up into different zones.
Taking the area I've already built on as the central zone, I'm going to surround each area with post-Epic Fail junk walls, as if the survivors has closed off sections of the city. This will allow me to build each area as a different map, and cut down the stress on my PC. Hopefully, the player experience won't be completely fluffed up by this, as I'll do WHATEVER IT TAKES!11 to make sure the transition between these zones is nice and smooth.
So, this shows the central zone, which includes the Puka-Cola factory. You can also see the boundaries for the other buildings I'm going to put in from the sections of pavement (sidewalk, for you Americanists) that I added today. I also had yet another attempt at getting the lighting right in the factory, but the changes are minimal - so I won't bother showing that.
Stay tuned for another update on Wednesday, when it'll be the Christmas holidays. Wooo!
Wednesday, 8 December 2010
Day 70 (right?)
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Been busy doing some sketches to get back into pencil drawing, so there's been only a little progress so far this week. Still, Christmas holidays soon, and I got a crap load done in the last two-week break.
I've changed the model of the pistol again,but it still isn't perfect. It's much harder to get the details right on a smaller weapon... the R.O.F.L.E. was pretty easy.
Render window on the left by the way, in case you were confused. You probably weren't but...
Rendered view of the side (OMG CURVED TRIGGER) Textures still look pretty crap on the curved faces, although the longer bit looks a bit better because I stretched the bitmap in photoshop.
Been busy doing some sketches to get back into pencil drawing, so there's been only a little progress so far this week. Still, Christmas holidays soon, and I got a crap load done in the last two-week break.
I've changed the model of the pistol again,but it still isn't perfect. It's much harder to get the details right on a smaller weapon... the R.O.F.L.E. was pretty easy.
Render window on the left by the way, in case you were confused. You probably weren't but...
Rendered view of the side (OMG CURVED TRIGGER) Textures still look pretty crap on the curved faces, although the longer bit looks a bit better because I stretched the bitmap in photoshop.
Saturday, 4 December 2010
Day 66
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Once again, Saturday comes swinging around to smash me in the face and show how slowly things are going.
Okay, maybe that's a bit harsh on myself, but 66 days sounds like a heck of a long time.
Anyway, this week I've been working on the 3d model for Failout's basic pistol. Modelled more closely to the conventional-looking 9mm from New Vegas, than to the unusual styling of the 10mm, the basic shape is coming along nicely. I think there are a few too many sharp edges at the moment, and everything just needs to be rounded off a bit.
Need to find a way of making curved triggers...
The pistol's iron sights. It's the picture that's squint, honest.
I haven't yet gotten round to animating the hammer movement yet, mainly because I found a copy of Adobe Photoshop Elements 5 (a legal one, by the way, with a registration key and everything) lying on a shelf in the house.
I've been playing around with it, and the first thing that looked fairly decent was stuck onto a wall in 3dsmax and rendered. So here it is, a whitewashed wall covered in graffiti. I'll probably use it in Failton somewhere - once I work out how to export 3dsmax materials to the UDK...
Boom, headshot! You're dead, Mr Grey Man With Massive Jaw... Guy.
Once again, Saturday comes swinging around to smash me in the face and show how slowly things are going.
Okay, maybe that's a bit harsh on myself, but 66 days sounds like a heck of a long time.
Anyway, this week I've been working on the 3d model for Failout's basic pistol. Modelled more closely to the conventional-looking 9mm from New Vegas, than to the unusual styling of the 10mm, the basic shape is coming along nicely. I think there are a few too many sharp edges at the moment, and everything just needs to be rounded off a bit.
Need to find a way of making curved triggers...
The pistol's iron sights. It's the picture that's squint, honest.
I haven't yet gotten round to animating the hammer movement yet, mainly because I found a copy of Adobe Photoshop Elements 5 (a legal one, by the way, with a registration key and everything) lying on a shelf in the house.
I've been playing around with it, and the first thing that looked fairly decent was stuck onto a wall in 3dsmax and rendered. So here it is, a whitewashed wall covered in graffiti. I'll probably use it in Failton somewhere - once I work out how to export 3dsmax materials to the UDK...
Boom, headshot! You're dead, Mr Grey Man With Massive Jaw... Guy.
Labels:
3DsMax,
Development,
Photoshop,
Pistol,
Screenshot,
Weapons
Wednesday, 1 December 2010
Day 63
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Well, I've been working on a second weapon since Saturday: the pistol. Being as much the main weapon for the first part of the game as Fallout 3's 10mm, it's pretty important to get it right. I'll probably be using similar textures for the weapons, to keep a uniform feel, so I thought it best to make the pistol a grey metal with a wooden grip.
Ta-da! Done. Impressive, no?
Seriously though, this is as far as I've gotten at the moment. the blue bit at the back is still being worked on.
Going to put the trigger in, finish the back of the gun, add textures, put the hammer in and try animating it before Saturday.
Edit - 02/12/10 Forgot the title... silly me!
Well, I've been working on a second weapon since Saturday: the pistol. Being as much the main weapon for the first part of the game as Fallout 3's 10mm, it's pretty important to get it right. I'll probably be using similar textures for the weapons, to keep a uniform feel, so I thought it best to make the pistol a grey metal with a wooden grip.
Ta-da! Done. Impressive, no?
Seriously though, this is as far as I've gotten at the moment. the blue bit at the back is still being worked on.
Going to put the trigger in, finish the back of the gun, add textures, put the hammer in and try animating it before Saturday.
Edit - 02/12/10 Forgot the title... silly me!
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