Showing posts with label Photoshop. Show all posts
Showing posts with label Photoshop. Show all posts

Wednesday, 26 January 2011

Day119



It's Wednesday, if you hadn't noticed. And that means Failout stuff!

Well, since on Saturday, Blogger was rejecting all my pictures, I have both Photoshop concepts and Failton screenshots for you. Yes, that's TWO things!

First up, UDK stuff. I've changed the lighting in Failton to have one dominant directional light (sunlight, basically, lighting the entire map from one direction) which has decreased light rendering times a bit, and made shadows cats by buildings more realistic. I've also addedsome more detail to the inside of the smaller factory buildings.
 Another - smaller - building furnished.
 Some changes made to interior of this building, wall detail added, lighting dimmed to give a gloomier feel, and made the tanks bigger to create a claustrophobic effect.

Now I'd like you to meet... John? I don't know. He doesn't really need a name, seeing as he wouldn't  remember it anyway. 
Attractive, huh? This little fellow is a Fool. Basically the dessicated husk of a human who has been so badly affected by Fail that they are driven only by their need to find and consume more. Bodily damage appears not to affect them as much as before their mutation. Weaknesses include fire and decapitation. While insignificant alone, fools can pose a very real threat to survivors if encountered in large groups.



Saturday, 15 January 2011

Day 108



Hello again, faithful Failers... Failures... Failists...  uhh, People.

I have somebody I'd like you to meet. His name is Garry, and he is an Ubermutant.


Don't worry. He's informed me that he's perfectly harmless, because he can't see you, and because he can't smell over the internet. Or so he says.

Ubermutants are similar to Supermutants, which appeared in... some game. They are one of the many products of the Epic Fail. However, nobody is quite sure as to the circumstances in which these brutes were first created. It is thought that many of them were factory workers in areas of heavy Fail industry, mainly due to the tools of such trade - which are often fused onto the Ubermutant's body. A perfect example of this is the Fail injection equipment sported on Garry's left arm.

Quite how this happens, and why more and more Ubermutants seem to be appearing, are unknown to survivors who have studied Ubermutant activity. It is more than possible that the Ubermutants are being purposefully created by an individual of questionable morals - for an unknown purpose.

Ubermutants hunt by smell, due to their blindness and (presumed) deafness. This makes them extremely clumsy and slow creatures, as you can't smell obstacles. Unless it's a dead cow, or something. They are however, unstoppably determined and deliberate. They will not hesitate to hunt and kill survivors, or even other mutants, as soon as they pick up a scent. Don't worry though - I'm sure you'll be fine.

Thursday, 16 December 2010

Day 78 (Following one day delay)



Well, once again, there may be little tangible progress to show here. So far this week, I have FINISHED! Animating the main door for the trailer sequence, and made a start on getting the elevator working.

Also my new graphics tablet arrived, and I've been practising drawing stuff with it in photoshop. Hopefully, once I'm actually any good at using it, I can redraw the sketches I've already done, using the graphics tablet - meaning no need for crummily scanned concept art. Yay! Plus, having a general understanding of photoshop will allow me to create my own textures - which will help for obvious reasons, there's only so little you can take from Google images before bad things happen...

Anyway, a time frame for the trailer may be up to three weeks, hopefully less, because a number of things still need to be worked out such as camera movement, effects, editing and audio. Still, when it's finally finished, it should be pretty damn good.

I have very few days of school left until we're done for Christmas, so there should be more time to devote to weapons and levels again, other than concentrating solely on getting the trailer done.

On a side note, LP and I are considering an as-of-yet-secret side project concerning Call of Duty: Black Ops. And possibly other games. Any leaked information you hear is LIES! (just to be safe).

That's all for today folks. No screenshots of crates, or anything else for that matter,  or any new videos to show yet.  I'll try to do something by Saturday, but the trailer preparations, among other stuff, are keeping me busy at the moment.

Saturday, 4 December 2010

Day 66



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.