Friday, 29 February 2008

Bookcase


Hey guys, here's the bookcase with books, 450 tris with a diffuse map, I'm working on the normal and spec map. I'm going home for the weekend but I'll be back on monday, seeya everyone!

Wednesday, 27 February 2008

hooks


I reckon this is better :)

200 tri.

Tuesday, 26 February 2008

Hooks


woo a simple hook rack. crit?

Sunday, 24 February 2008

big window



well heres the first window. Is it too dirty? its hard to see how transparent it is because of whats behind it.

what about this?

Saturday, 23 February 2008

Horse thus far

Friday, 22 February 2008

Modeling progress...

Norman the bear, edited model i made for the self portrait project.
Update on the walkway, i despise it and can't wait for it to be over, I'm working on the little horse heads today, the noticeable seams will be covered by the concrete block. Hows it looking?

Thursday, 21 February 2008

Dollshouse


upks!!!!

when you are saving your upks before sending them to me. Please can you save their packagenames as Queens_assetname

it will make it a lot easier for me to find them all in the generic browser.

thanks guys!

Monday, 18 February 2008

Red!

Please use the below red for for anything that has red paint e.g. walls, pillars, rails etc.




i had a go at texturing the walls with some dirt effects and red paint stripes. looks kinda disgsting.
its not even close to complete yet. I've still have go through a few more textures and get the stripes to tie in correctly to everyones assets. also i have to fix a few tiling issues.


newer attempt at grimy walls.

Sunday, 17 February 2008

The Doors!

Are almost complete! I woke up at 7am this morn to finish 'em, only one left to do now!

I thought I'd stick one in unrealEd since the spec maps weren't working properly in max, and was so pleased that it makes everything look all shiny and nice! =P

Have a look-see at this 'un and let me know if you see any probs. I should have 'em all ready to be uploaded to the blog in an hour or so.

Saturday, 16 February 2008

Curiously I met another unrealED veteran who says you CAN use normalmaps with semi transparent surfaces, and that it just wont display them in the material editor, but all you have to do is apply them and rebuild the lighting and they will work.
And it works! so, YAY! :)


Friday, 15 February 2008

Windows Update



This is they by the end of today. Hope they looking good/better/ok.

Preparing your assets to be sent to me!(kian)

So that you all get some marks for tech and more importantly to make my life easier, and even MORE importantly, to help you get your textures looking awesomely fantasmal in game, from now on everyone will be required to prepare their assets in unrealEDs UPK file format.

This basically means that you will have to:



  1. import your model into unrealED

  2. Create a collision box if nessasary

  3. Create an appropriate Material for your model

  4. Apply the material to the model

Which I will now walk you through

STEP ONE - getting your model into unrealed

first of all, once your model is aligned to 0,0,0 in max and had its xform reset go to file>export selected (i dont want any refrence planes or extra bits!) and then choose a file name and export it as a .ASE

you will then see this->



Make sure you tick the same boxes! I dont think they are all nessasary but I know this works! Click ok.

Then, open up unrealED if you havent already and open the Generic browser.
View>browser windows> generic

Then in the generic browser go: file>import
to get here:



Then click open to get here:




Give the package an appropriate name, a group, and name the asset itself appropriatly too.
Click ok!


STEP TWO!
Now you have something like this:


Go ahead and double click on your asset to open it up in the unrealED viewer. Now we need to make a collision box! So go to auto convex collision:





Fiddle around with the options until you have a colision box you are happy with and then click Apply then close.

STAGE THREE! Youv all been shown how to make materials right? If not then post a comment saying so and ill make another tut on that.

STAGE FOUR!
In the viewer expand the LODInfo until you can see the Material option and click the little spyglass to bring your generic browser back to the front. Now select the material you want to apply to the model and then go back to the viewer and click the green arrow to apply it.



Voila!


close the viewer and back in the generic browser go File>Save and save it as packagename.UPK and send it my way :)

If anyone wants tutorials on anything else just let me know and I will try put one together.

Walkway floor texture

Heres my finished pic of the walk way texture.  I have discovered that normalmaping and specular maps dont work if the texture is in "translucent blend mode" which is required for semi transparent parts of a texture, ie; the glass tiles below.  Distortion maps work fine in translucent mode tho so thats something at least.  

I also baked an ambient occlusion map onto my diffuse texture to help make it look better too and it really makes a big difference.  I reccommend it to everyone.  

You can create an AO map with crazy bump and then simply add it as another multiply layer on your diffuse texture.  Then flatten it and save it as your diffuse texture.  Thats it! easy peasy!



Monkey statue thing



So thats it, 1346 tri is kinda high but i kinda like him.  Sugestions for improving the mesh are more than welcome :)

Thursday, 14 February 2008

Lights...

I've made the hanging ceiling lights, its not to detailed as it will not be seen up close. I made them extra long so we can have them hang down as far as we like. I thought it would be cool to put them lower than then actually are, so the light is forced between a certain space. The top area would be in darkness, with these lights shining downwards, and the bottom area would also be in darkness with the spotlights shining upwards. Only the walkway will be well lit. Ive made a upk with the material already set up, I'll bring it in tomorrow.
this is my interpritation of the red and white suppor. pretty much the same colors as james :D
cant go to far wrong with red and white. ive not finished it. still needs texturing in most places but getting there. tried to make the paint look dirty and damaged at the bottom as well as thick dirt on the bottom of the pole, as if grime has built up from people trying to climb up.
still gotta do some stuff to it but it gives you the over all look that i was going for.



had a go at putting some damage into the base of the pole. it looks kinda cool.

Girder/Pole

Okay here's the pole/girder thing, missing lots of parts. This is the totally unfinished version since I'm in the labs at the moment and I've forgotten to bring the final version along with all the other pillars and stuff but I thought I'd post this up anyway. There's only a diffuse map on this version but I've got a normal and specular on the other one. Okay I gotta go catch a train now, I'll be back on monday. Have a good weekend guys!

Wednesday, 13 February 2008

Meeting

I can't remember if all were there when we decided this, so I'll post it now.

We are not having a meeting at 9am tomorrow, we are having it at 10am on Friday instead. This is just for this week.

some lighting tests



Im not to convinced that these are very useful, however i thought id post them anyway.  It will be more beneficial to experiment with lighting on our finished textures.

Monday, 11 February 2008

Pre-London Sampleage

All windows are textured, but not to this grimy standard as most of them wouldn't have any. Not sure about the red briks, feedback people!

Sunday, 10 February 2008

walkway texture!



woot! distorted glass on the walk way :D! I'm quite happy with it, altho i could perfect it a bit more, the blocks of 9 dont have a perfectly sized gap between them and the granitey texture around them could do with some.... colour?

Saturday, 9 February 2008


Heres my finished bin sorry its taken so long to post up, if you could let me know what assets you would like me 2 do now ill get straight to work, i have also compliled 6 things from my bedroom which i have already started, they are
My hourglass clock(its mental trust lol)
crazy ash tray, and maybe a cig packet
alarm clock
lamp
stack of magazines(clean ones i can assure you)

Friday, 8 February 2008

Uploading work to the file galleries - must be done correctly

The diagram below shows you where to post up your prefabs . There is a file gallery for Architectural Prefabs and a file gallery for Cosmetic Prefabs.
The diagram also shows that weekly tasks are uploaded to the file galleries too.

So we all know whats happening with each Prefab it is essential to write the correct description into the description box shown below. It will be slightly different for the Architectural and Cosmetic prefabs, but essentially its the same thing.

If the description next to your asset ever says 'AMEND' you must check your asset form for the details, and correct you work accordingly.

Architectural Prefabs:
  • When you have constructed your architectural prefab put 'To be checked-3D untextured' in the description box.
  • When Megan has checked you prefab, she will change the description to 'Amend' or 'Ready for import-untextured'.
  • When it says 'Ready for import-untextured' Kian will import your prefab into unreal and we will see how it looks. When we have had a meeting to look at the Prefab in the environment we will determine if any changes need to be made, or if you can continue.
  • Once you have textured your prefab you should put 'To be checked-3D textured'.
  • When Megan has checked your prefab, she will change the description to 'Amend' or 'To be checked-2D textured'
  • When Tom has checked your prefab, he will change the description to 'Amend' or 'To be checked-Lead'
  • When Sophia has checked your prefab, she will change the description to 'Amend' or 'Ready for import'.
  • Kian will then import your prefab into unreal, and we will see how it looks. When we have a meeting to look at the prefab in the environment we will determine if any changes need to be made.
Cosmetic Prefabs:
  • When you have constructed your cosmetic prefab put 'To be checked-3D untextured' in the description box.
  • When Megan has checked you prefab, she will change the description to 'Amend' or 'Continue'.
  • If it says 'Continue' you may progress to the texturing stage.
  • Once you have textured your prefab you should put 'To be checked-3D textured'.
  • When Megan has checked your prefab, she will change the description to 'Amend' or 'To be checked-2D textured'
  • When Tom has checked your prefab, he will change the description to 'Amend' or 'To be checked-Lead'
  • When Sophia has checked your prefab, she will change the description to 'Amend' or 'Ready for import'.
  • Kian will then import your prefab into unreal, and we will see how it looks. When we have a meeting to look at the prefab in the environment we will determine if any changes need to be made.

Walkway

So this is the walkway so far, ready for importing tomorow. This shows how the two main components fit together.

The larger component with the bench is a heafty 5,812 tris. The smaller component is 1,530 tris.

The concrete part is being built in unreal, so has not been included. After importing theses bits to check out how they work, I will make specialized pieces to fit the corners etc.

Thursday, 7 February 2008

It worry's me slightly than its past 9pm and only one person has posted up there architectural prefabs onto the wiki, anything posted after 10pm I will check in the morning, I'm not working later than that tonight.

Posting your Prefabs

If I asked you to construct Architectural prefabs.....

Please can you upload your completed Architectural Prefabs into the 'Architectural Prefab' file gallery on the wiki. You MUST write in the correct 'description' into the description box. It will say in the file gallery what you should write. It will also say on you weekly task form you were given at the beginning of the week.

If you don't follow this system, the file galleries will get really messy, and I won't know what's been checked and what hasn't. If there are problems with uploading, I'm usually on msn so talk to me about it online.

ref pics

yo whoevers camera (i think it was sophias) that took ref pics of the white upside down step things in the queens please can you send me the ref :) cheers!

Monday, 4 February 2008


so far i've pretty much done the outline shape of the ares we needed at the moment. i still need to fill a few gaps and check over the scale with kian (unreals got an odd idea on perspective and height but ill get there. probably take about another day with kian to get it there but this gives an idea of what the building will look like in unreal. i've sort of patched together areas i think we'll be needing different textures that will tile with each other at different points along the building. i.e. corners and the different levels of grot we will be implementing. i apologize for being late with the final thing but its taken longer than i had thought to do the middle doorway. (its a bit of a mess of angles)

Sunday, 3 February 2008

Decals

I'm onto the decals now, in the epic list of stuff we have to do!

A decal is essential a flat plane, that lays on a wall or floor, it will give more variation to areas with repeating textures.

I want some ideas for decals you think we need I'll give you some ideas i have already.

scratches - on walls and on the corners of walls, where you always have marks and paint chipping off

rug - a rug to go on the floor

room numbers- signs to go on the doors

spillage- sticky stain on the floor


post up some more please! I'd like it if everyone could think of a few.

p.s. if you haven't posted up your FINISHED asset task then I haven't set you anything new to do. I will wait till i see your final work, so i know your full potential before I set you any more tasks. If you don't put your full effort in, I will not no what your capabilities are, so you will end up doing fairly dull small tasks.

Sorry if it seems harsh, but I have to check all the models and don't want to waste my time with assets not good enough to use.
my asset list. hmm probably:
box of crayons
candle and old wet matches.
bent spoon.
tiny monkey teddy.
thats bout it.

Personal asset list please :D

Yo! I'm missing four peoples lists of personal assets!!!

post them up sharp so I can add them to the list.

if you don't know what I'm talking about you should come to more meetings. Scroll down to see other peoples lists and you will see what I mean yo!

Kians Sched


This is my general schedule, Sometimes theres other stuff happening but not on a weekly basis.

asset





well theres my asset.  It could be better if I beveled the edges on the bottom round thing, and there are some faint seams, but they arent visible in UT.  Oh yea, and as i said before, once i saw the better ref the swivel thing the lights are on is missing.  

Saturday, 2 February 2008

Design Doc

I have finished putting together the design document - a combination of the art style guide, technical specification document and schedules. There are some bits that will be added later and things that can be changed. You will also recieve a copy of my personal schedule template.

I have left your personal scheduling up to you, and it will be your responsibility to place your assigned weekly tasks in to your schedule. I will be keeping an eye on our progress, if you feel you are slipping behind or finish before schedule at any time please let the approprate lead or myself know.

I will be bringing all parts of the design doc to distribute in the meeting on Monday morning, so see you all there.

Friday, 1 February 2008


did this in bout an hour maybe two. kinda lost track of time. i enjoy building in unreal allot more than i used too. I'm more familiar with the interface and gained some techniques to build faster (comprises mostly of copy paste :P ) well i should have the queens building done by Monday.its my first attempt at building anything this size in unreal but its a little easier with a ref mesh. there are some scaling issus that ive found but kian kinda already noticed that the camera makes scale alot different in unreal than in the real world so ive had to manipulate some of it by photographs. also width is odd when i run the level i built. it seems more narrow than it does when im in the normal veiw ports. anywhos ill fix it no probs.

What your gonna be doing...

Thanks to you who posted there asset tasks up again with the amendments i asked for.

I've posted up the Architectural Prefab list we will be working on and assigned them to people. I will be posting up the Cosmetic Prefab list later tonight or tomorrow. Some people will be working on these, as the chunks of Architectural Prefabs was hard to split between 8 people.

Smoooooth as eggs!



smoothing grouped nutton thing

Weekly Meetings

Team meetings will be Monday and Thurday mornings at 9am sharp. This will be the same every week.

I know it seems early but we need to be up and motivated!

My test asset again, done with refference




Same maps as before, this time it is 980 tris as added a few with the chanfering etc. Took me 2hrs in total.