I'm in the process of writing up the asset list, which is a bigger job than anticipated. This Blog is to tell you about the process in which we are going to approach the epic task of modeling!!!!! *gasp*
I am going to post the list of Architectural assets first, if you look on the list you will see which assets have been assigned to you, this should be ready for you to look at by tomorrow. The assets will be named according to the naming conventions. Keep these naming conventions when creating the assets please. A brief description of the asset will be included. And an image posted up onto photobucket with the correct name so you will know exactly what it is.
Everyone must bring a camera in on Monday, we will all be going to the Queens building together at some point, this is so you can all gather your own reference, and look closely at what it is you are going to be modeling.
We will have a schedule set for when all your assets must be completed untextured. We will then import all of them into unreal, and see if there are any issues. If there are, they will have to be fixed, if not we move on.
We will then begin texturing the assets, once we have all the architectural assets textured(which should be easier as we already have a version with all the models in it), we will move onto the decals.
Decals will be describing any particular dirt, grime, scratches etc on the floor and walls. This will included the poster and sign decals.
We will then have a completed environment which we can start to decorate. This is when we will be doing all the other cosmetic assets, and we will also be thinking more about lighting and
atmospheric effects. (Tom Li used the word cosmetic assets, which I quite liked so I'm using it :D)
With the cosmetic assets, we will be texturing before importing, so we will follow the pipeline that Sophia set out for us exactly.
Once we are completely satisfied with this area we will think about moving on to the stairwell area and potentially out to the hallway.
Thursday, 31 January 2008
Personal Assets
Everyone remember to post up your personal assets tonight, so i can include them on the list.
mine will be.....
Ross(cuddly bear)
Little Bears trousers(story book)
Animal pencil tin
Hot water bottle
Slippers
As everyone will be modeling there own personal assets i think it will most likely be a MAXIMUM of 2000 tris each and a texture size of 1024x1024 if all the assets are sharing the page. But this isn't set in stone, just a guide so you know the potential limits!
mine will be.....
Ross(cuddly bear)
Little Bears trousers(story book)
Animal pencil tin
Hot water bottle
Slippers
As everyone will be modeling there own personal assets i think it will most likely be a MAXIMUM of 2000 tris each and a texture size of 1024x1024 if all the assets are sharing the page. But this isn't set in stone, just a guide so you know the potential limits!
displacement/paralax tutorial
this is for those that wish to experiment with displacment in unreal.
if there are any problems or things you don't understand, please post a comment ill help you out
remember to save your normal as a 32 bit tga.

you can rename your package if needs be. create the meterial from the menu that appears after right clicking. "new material".
everything other than the bump offset is a texture sample located in the bottom part of the list. once you have done this your material is created and all you need to do is assign it to an object or wall.
if there are any problems or things you don't understand, please post a comment ill help you out

remember to save your normal as a 32 bit tga.

you can rename your package if needs be. create the meterial from the menu that appears after right clicking. "new material".
everything other than the bump offset is a texture sample located in the bottom part of the list. once you have done this your material is created and all you need to do is assign it to an object or wall.
Tri counts for assets in unreal
Just thought I would make a quick post about the tri counts of some assets in unreal. This screen grab shows a few of the smaller assets. As this is a 'next gen/current gen' game, we don't want anything looking like the primitives you get in 3DS Max. Which means chamfering edges, and being a bit more generous than normal with cylindrical or curved objects. This isnt PS2 spec anymore.

One of the small assets shown below is 948 tris, it isnt a huge object, just a sm
all part of the scene. Looking at this list above again, the asset with the lowset tri count is th LRC sign, which is a very basic mesh. It still has 60 tris. This should give you some idea as to the capabilities of 'next gen', we do not have as many restraints anymore. But still, don't go mad.
Below are some larger architectural prefabs. It is a series of pieces that fit together to make a walkway. A fairly simple flat walkway, with heavey details in the texturing. Still alot of the pieces are more than 1500 tris.

The piece pictured below is 1572 tris. Obviously we all know the bigger and more detailed the asset, the more tris we put into it. But still we get allot of tris to play with if we so desire.

I will have another look through the maps later, and post up some more screens. I would like to give you a greater insight into the sizes of texture pages being used.
Its useful to just have a look through some of the maps yourself, just to see the level of detail we can go into if we choose to.

One of the small assets shown below is 948 tris, it isnt a huge object, just a sm
all part of the scene. Looking at this list above again, the asset with the lowset tri count is th LRC sign, which is a very basic mesh. It still has 60 tris. This should give you some idea as to the capabilities of 'next gen', we do not have as many restraints anymore. But still, don't go mad.
Below are some larger architectural prefabs. It is a series of pieces that fit together to make a walkway. A fairly simple flat walkway, with heavey details in the texturing. Still alot of the pieces are more than 1500 tris.
The piece pictured below is 1572 tris. Obviously we all know the bigger and more detailed the asset, the more tris we put into it. But still we get allot of tris to play with if we so desire.

I will have another look through the maps later, and post up some more screens. I would like to give you a greater insight into the sizes of texture pages being used.
Its useful to just have a look through some of the maps yourself, just to see the level of detail we can go into if we choose to.
Team Schedule 1.0
displacment mapping

i had a quick go at displacement mapping in the early hours and found it to work well even on this crappy image that doesn't even tile well. im gonna dull down the normal and spec detail so it doesnt give that blurry look but its my first attempt at making a flat plain into almost 3d bricks :D
second go looked like this

try three. this one i didnt bother to tile. i just wanted to do it fast to test the high contrasted bricks. this is an amazing result from somthing so simple.


all where created using 512x512 specular normal and diffuse. we could use this technique for all the walls and some static meshes depending on weather it is necessary
Wednesday, 30 January 2008
Colour pallet
3d model changes
Asset Feedback
Ive posted feedback on the test assets I asked you to create. There is only one that I would have Ok'd to go into the level.
Everyone should check there feedback, as i may have asked you to redo something, or post a certain screengrab of it. I have been brutally honest will all of them, this is how I will be when I give feedback to other assets I ask you to create.
I'm in the process of constructing the asset list, and it will be allot of work for everyone. So you need to be vigilant, and not make silly mistakes, this will waste allot of time. I don't want to send the same asset round the pipeline five times.
Everyone should check there feedback, as i may have asked you to redo something, or post a certain screengrab of it. I have been brutally honest will all of them, this is how I will be when I give feedback to other assets I ask you to create.
I'm in the process of constructing the asset list, and it will be allot of work for everyone. So you need to be vigilant, and not make silly mistakes, this will waste allot of time. I don't want to send the same asset round the pipeline five times.
Monday, 28 January 2008
Images and the wiki...
I find that uploading images to the wiki is a stressful and a time wasting process that doesn't seem to work, atleast when trying to upload more than 6 at a time. (damn batch uploading thing didn't work!)
SO, I've decided to make a photobucket account for our group to use, if anyone wants to of course.
It's reliable and allows for batch uploading processes. I've been able to upload 50+ high-res images from my camera in about 2 mins tonight, where it would have taken around the region of 30 mins if I were using the wiki.
so here's the details...
Our account
User name: GameArsenal
Pass: mikepowell
(I assume it's case-sensitive, so i've put it in as I entered it)
I've put my queen's building photos in an album that can be found on the left hand side of the page. Here you can also create more albums to keep things organised!
SO, I've decided to make a photobucket account for our group to use, if anyone wants to of course.
It's reliable and allows for batch uploading processes. I've been able to upload 50+ high-res images from my camera in about 2 mins tonight, where it would have taken around the region of 30 mins if I were using the wiki.
so here's the details...
Our account
User name: GameArsenal
Pass: mikepowell
(I assume it's case-sensitive, so i've put it in as I entered it)
I've put my queen's building photos in an album that can be found on the left hand side of the page. Here you can also create more albums to keep things organised!
The Grot Scale ™
The Grot Scale ™ is an attempt to quantify the amounts and types of general grot around the place. It will be included in our Art Style guide.
Grot amounts
100% - Entirely grotty. No view of original texture
50% - Half the surface area is covered in grot
10% - Minimal grot, 10% grot coverage of texture
0% - Entirely pristine. No grot whatsoever
The following list is not exhaustive but shows a general grouping of the categories or types of grot. The numbers will be referred back to later.
Types of Grot
1 -Dirt, mud, dust, litter
2 - Scratches, scrapes, peels, tears
3 - Food and drink spills
4 - Bodily fluid: blood, vomit, urine, faeces
5 - Crayon, graffiti, etching
Within these general categories of grot there is plenty of leeway for exactly which to use as this will depend on the individual object / environment and your own judgement. If there are any discrepancies or anyone is unsure about a specific asset we can talk it over on a case-by-case basis.
Each type of grot will have its own distribution pattern that is just a matter of common sense. For example:
On Walls Blood Random splatters at any position
Vomit Randomly at head height or lower
Dirt Graduating from floor upwards
On Lamps Dust Thicker on top and on flat parts
If there is any confusion as to how the grot should be distributed on a particular asset we can have a chat about it.
Putting this all together we get a good indication of the level of grot that is applicable to all features. In addition there is some ranking of the grot types in order of prominence / frequency, as in the most commonly found types will be listed first, down to the lesser types. Type numbers that are omitted would not be found on the object and type numbers in brackets represent a prudent use of that particularly type. Again, if there are any questions we can deal with them as a group. Just raise it in the appropriate section on the wiki.
The full-on Grot Scale ™ is below.
The bottom floor represents the crazies’ dwelling areas. It is intermittently - and never thoroughly - cleaned. Corridors and the main room will be cursorily mopped but there will be grot gathering in the corners and edges. The floor will be scratched by the scraping of chairs.
As the crazies are given a pretty free rein there will be lots of self inflicted grot such as types 3 and 4. Assets which are hard to clean – such as settees – will be grottier than those which can be cleaned – such as bed sheets.
Environment
Walls - 75% - 1 2 3 4 5
Floors - 50% - 1 2 3 (4)
Windows
Ramp
Bedroom areas
Sheets - 50% - 4 3 1
Bedstead 50% - 1 2 (3) (4)
Desks
Belongings
Living area
Settees - 50% - 3 1 4 2
TV cage
Dining table
Chairs
Toys
Bathroom
Showers
Sinks
Toilets
Cubicles
The middle floor is open to the public so has a pretty high standard of cleanliness. There will however be an amount of human detritus such as litter, so it will be messy but not dirty, with evidence of cleaning.
Types of grot will be subtly different – food and drink stains and spills will be of the more commercial variety such as chewing gum.
Environment
Walls - 10% - 3 1 2 (5)
Floors - 20% - 1 2 3
Windows
Ramps
Stairs
Public areas
Seating
Food stall
Ticket desk
There is no Grot Scale ™ for the upper level as it is presumed to be entirely 0% as well as not very visible. If this changes we can re-evaluate and maybe pinpoint some grottiness up here.
Grot amounts
100% - Entirely grotty. No view of original texture
50% - Half the surface area is covered in grot
10% - Minimal grot, 10% grot coverage of texture
0% - Entirely pristine. No grot whatsoever
The following list is not exhaustive but shows a general grouping of the categories or types of grot. The numbers will be referred back to later.
Types of Grot
1 -Dirt, mud, dust, litter
2 - Scratches, scrapes, peels, tears
3 - Food and drink spills
4 - Bodily fluid: blood, vomit, urine, faeces
5 - Crayon, graffiti, etching
Within these general categories of grot there is plenty of leeway for exactly which to use as this will depend on the individual object / environment and your own judgement. If there are any discrepancies or anyone is unsure about a specific asset we can talk it over on a case-by-case basis.
Each type of grot will have its own distribution pattern that is just a matter of common sense. For example:
On Walls Blood Random splatters at any position
Vomit Randomly at head height or lower
Dirt Graduating from floor upwards
On Lamps Dust Thicker on top and on flat parts
If there is any confusion as to how the grot should be distributed on a particular asset we can have a chat about it.
Putting this all together we get a good indication of the level of grot that is applicable to all features. In addition there is some ranking of the grot types in order of prominence / frequency, as in the most commonly found types will be listed first, down to the lesser types. Type numbers that are omitted would not be found on the object and type numbers in brackets represent a prudent use of that particularly type. Again, if there are any questions we can deal with them as a group. Just raise it in the appropriate section on the wiki.
The full-on Grot Scale ™ is below.
The bottom floor represents the crazies’ dwelling areas. It is intermittently - and never thoroughly - cleaned. Corridors and the main room will be cursorily mopped but there will be grot gathering in the corners and edges. The floor will be scratched by the scraping of chairs.
As the crazies are given a pretty free rein there will be lots of self inflicted grot such as types 3 and 4. Assets which are hard to clean – such as settees – will be grottier than those which can be cleaned – such as bed sheets.
Environment
Walls - 75% - 1 2 3 4 5
Floors - 50% - 1 2 3 (4)
Windows
Ramp
Bedroom areas
Sheets - 50% - 4 3 1
Bedstead 50% - 1 2 (3) (4)
Desks
Belongings
Living area
Settees - 50% - 3 1 4 2
TV cage
Dining table
Chairs
Toys
Bathroom
Showers
Sinks
Toilets
Cubicles
The middle floor is open to the public so has a pretty high standard of cleanliness. There will however be an amount of human detritus such as litter, so it will be messy but not dirty, with evidence of cleaning.
Types of grot will be subtly different – food and drink stains and spills will be of the more commercial variety such as chewing gum.
Environment
Walls - 10% - 3 1 2 (5)
Floors - 20% - 1 2 3
Windows
Ramps
Stairs
Public areas
Seating
Food stall
Ticket desk
There is no Grot Scale ™ for the upper level as it is presumed to be entirely 0% as well as not very visible. If this changes we can re-evaluate and maybe pinpoint some grottiness up here.
Job descriptions – roles and responsibilities
To avoid confusion I want you to understand your role and the roles of others in the group, bearing in mind that we are all artists and at times you may be required to help out in one of the lead roles.
Artist
• Producing high quality concept art and models in line with briefs and schedules from the art leads
• Regularly providing feedback on all elements of the project to the relevant lead and engaging in constant critiquing of all work
2D Art Lead
• Co-ordinating, organising and delegating concept art
• Providing feedback and critique of all 2D work including concept, other drawings and texturing
• Compiling and updating art style guide and ensuring compliance
3D Art Lead
• Co-ordinating, organising and delegating 3D modelling
• Providing feedback on and critique of all 3D work
• Compiling and updating elements of the game design document ensuring compliance with the technical specification
Technical Art Lead
• Advising on the constraints of the engine and working closely with 3D artist lead on technical specifications
• Providing training for all team members and maintain knowledge centre
• Organising and co-ordinating testing in the engine
Art Lead
• Organising and co-ordinating scheduling with regular reviews
• Working closely with the Art Leads to compile and maintain all necessary documentation
• Liaising between 2D, 3D and Tech areas and with all artists
Artist
• Producing high quality concept art and models in line with briefs and schedules from the art leads
• Regularly providing feedback on all elements of the project to the relevant lead and engaging in constant critiquing of all work
2D Art Lead
• Co-ordinating, organising and delegating concept art
• Providing feedback and critique of all 2D work including concept, other drawings and texturing
• Compiling and updating art style guide and ensuring compliance
3D Art Lead
• Co-ordinating, organising and delegating 3D modelling
• Providing feedback on and critique of all 3D work
• Compiling and updating elements of the game design document ensuring compliance with the technical specification
Technical Art Lead
• Advising on the constraints of the engine and working closely with 3D artist lead on technical specifications
• Providing training for all team members and maintain knowledge centre
• Organising and co-ordinating testing in the engine
Art Lead
• Organising and co-ordinating scheduling with regular reviews
• Working closely with the Art Leads to compile and maintain all necessary documentation
• Liaising between 2D, 3D and Tech areas and with all artists
Light Box
Sunday, 27 January 2008
Fire Extinguisher
Ookay I've finished my fire extinguisher, 512x512 diffuse and specular maps, 418 tris. I spent way too much time on it and it probably took about 3 hours of work but I was re-learning things like specular mapping. Gonna have a go at grunging it up in a bit and making it look a bit more survival-horrorish.
Just thought id post how im gettin on with my asset just used this as an oppertunity to re-learn all the mapping skills still guna spend some time finishing it all in all this has taken me about an hour minus all the tutorials lol. Guna get cracking on the chrome lid now which will probs be a bitch and normal map etc etc so ill update when its done.
3d Task
Ah! It's been a good few days since I last posted anything, so I thought it was about time I posted the asset that I was assigned to model and texture.



and just so you know that no tris were wasted, here's the back...

This asset was created in 486 tris and a diffuse, normal and spec (all 512x512) have been applied.
Ok...so my times weeere...
Modelling - About 30 mins
Unwrapping - 30 mins
Texturing (Diffuse, normal and spec) - about 1 hour
So in total it took me about 2 hours from start to finish...though in my defence, I had to relearn how to properly do normal and spec maps! (I'd almost completely forgotten how!)



and just so you know that no tris were wasted, here's the back...

This asset was created in 486 tris and a diffuse, normal and spec (all 512x512) have been applied.
Ok...so my times weeere...
Modelling - About 30 mins
Unwrapping - 30 mins
Texturing (Diffuse, normal and spec) - about 1 hour
So in total it took me about 2 hours from start to finish...though in my defence, I had to relearn how to properly do normal and spec maps! (I'd almost completely forgotten how!)
Saturday, 26 January 2008
Shower Concept
Friday, 25 January 2008
Wiki update
I now have admin on kian's wiki and have added you all as users. I have MSN'd everyones usernames and passwords and the link to the wiki is now in the side bar on the blog.
Meg Timetable
Thursday, 24 January 2008
Asset list 1.0
This is the first version of the asset list we put together today, Megan will be doing a revised one over the next few days. Please let her know if there is anything you wish to add or change.
That big room…
• Beds – Basic bed prefab/sheets & pillows
• Toilets
• Showers
1. Heads
2. Drains
3. Taps/Button
• Toys
1. Balls
2. Dolls
3. Dollhouse
4. Rocking horse
5. Teddies
6. Urm
7. Bricks
8. Train set
• Lamps (overhead reading lamps)
• Foam block chairs
• Crappy “school dinner” chairs and tables
• Caged tv (let him out!)
• Toy chests/cupboards
• Speakers
• Sinks
• Toothbrush holders & toothbrushes
• Rails/towels
• Wall hooks with/without dressing gowns
• Locked wheel cage thing for towels
• Locked wheel cage thing for hospital robes etc
• Personal assets
• Crappy bedside tables
• Signs above beds
• A single glove…
Walkway
• Horses
• Banners
• Signs
• Bins
• 1
Corridor
-Upper
• All the sound equipment stuffs
-Lower
• Button light boxes
• Pipes
• Wires
Stairwell/in-betweeny bits
-GF
• Fire extinguishers on trolleys
• Clean sheet cages
-1stF
• Chairs/sofas n stuff
• Tables
•
Misc.
• Litter
1. Cans
2. Crisp packets
3. Wrappers
4. Leaflets
• Lights
• Light switches
• Fire extinguishers
• Fire alarm “button things”
• Fire alarm signs
• Radiators
• Bins
• Wheelie trolleys
• Keypads
• Plug sockets
• Alarm sensor
• Foldy uppy AND foldy downy tables
• Push to opens
• Lights –
• Cameras
• First aid
• Leaflet rack
• Posters
• Adverts
• Mechaprod
• Sprinklers
• Teeeeeny roller coaster
• Mobility scooter
Decals
• Posters/signs/adverts
• Scribbling/painting on walls
• Pooooo (lol)
• Stains!
• Drip
• Theme park logo
That big room…
• Beds – Basic bed prefab/sheets & pillows
• Toilets
• Showers
1. Heads
2. Drains
3. Taps/Button
• Toys
1. Balls
2. Dolls
3. Dollhouse
4. Rocking horse
5. Teddies
6. Urm
7. Bricks
8. Train set
• Lamps (overhead reading lamps)
• Foam block chairs
• Crappy “school dinner” chairs and tables
• Caged tv (let him out!)
• Toy chests/cupboards
• Speakers
• Sinks
• Toothbrush holders & toothbrushes
• Rails/towels
• Wall hooks with/without dressing gowns
• Locked wheel cage thing for towels
• Locked wheel cage thing for hospital robes etc
• Personal assets
• Crappy bedside tables
• Signs above beds
• A single glove…
Walkway
• Horses
• Banners
• Signs
• Bins
• 1
Corridor
-Upper
• All the sound equipment stuffs
-Lower
• Button light boxes
• Pipes
• Wires
Stairwell/in-betweeny bits
-GF
• Fire extinguishers on trolleys
• Clean sheet cages
-1stF
• Chairs/sofas n stuff
• Tables
•
Misc.
• Litter
1. Cans
2. Crisp packets
3. Wrappers
4. Leaflets
• Lights
• Light switches
• Fire extinguishers
• Fire alarm “button things”
• Fire alarm signs
• Radiators
• Bins
• Wheelie trolleys
• Keypads
• Plug sockets
• Alarm sensor
• Foldy uppy AND foldy downy tables
• Push to opens
• Lights –
• Cameras
• First aid
• Leaflet rack
• Posters
• Adverts
• Mechaprod
• Sprinklers
• Teeeeeny roller coaster
• Mobility scooter
Decals
• Posters/signs/adverts
• Scribbling/painting on walls
• Pooooo (lol)
• Stains!
• Drip
• Theme park logo
Colour Schemes 1
More Concept Art

Hey everyone! Just thought I'd put up this for the roller-coaster idea. It's unfinished at the minute because I haven't started working on things like signs/posters and fonts yet and it could do with more work but it shows the general idea I guess. This was a view down one of the walkways. I've been trying to stick closely to my colour scheme which I can make a colour pallet for you guys if you like so we can keep a consistent atmosphere going with our work

I thought I'd chuck this and the line art on too so I could show the progression of things. The colour scheme in this one was way too warm and friendly for survival horror and it barely resembles the colour scheme I used before so I wasted a lot of time on it and ended up changing it

And here's the line art for it. That's everything this time around, great work so far everyone, it's gonna be awesome!
Wednesday, 23 January 2008
ive taken more photos of these places but my camera is dead so i cant take them off :/
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