Friday, 1 February 2008

Area Specific Pallets

This is set out top floor down, the idea being that the botton floor contains more colours.

In preperation

I'm posting up a bit about the assets in unreal, just to help you out when we all get started on Monday. If you haven't already, watch the unreal tutorials on materials. Everyone will need to compile there own materials for the assets they create. We will have a group tutorial on the material editor soon to make sure everyone is clear.

So here is a window.....


If you find an asset in unreal and want to have a look at the tri counts, right click, then click 'sync generic browser'.


This window is actually comprised of two prefabs. I will be setting the windows to ONE person to model, so they may want to go back into unreal and have a look themselves.

We could also adopt the idea of having seperate prefabs for the window panes . This will create more variation if the same window is repeated 8 times in a small area.

We can do this on doors too, for the small windows.

This is the shader that is applied to the broken glass, open stuff like this and have a look at how its made up. If you open the broken glass in the 'Static mesh editor' which you can access by double clicking the object in the generic browser, you can see just how awesome the shader is.

The shaders in the unreal ed always look really messily set up to me, so it can be a bit confusing looking. But its not so daunting after playing with it for a while and doing some tuts.

Even though I've set limits in the asset lists, if there is something you want to try or experiment with, that wont waste too much time, then just ask.

Kian and Ash are normally on msn too of you have any other questions about materials.

Personal Assets

hrmm... I was thinking...

An elf teddy with an arm ripped off
Guitar hero guitar neck
A broken intuos 3
An alethiometer!

aye?

just another image of my asset guna finish it up with some grot and a kick ass specular 2moro sorry ive not been about much this week had 2 go home tues afternoon but guna get up 2moro and get cracking asap will try and speak 2 u all online then

Personal Assets

big doll! alice from alice in wonderland or something 
pointy shoes
record player
wooden monkey!
boooooooks
dream catcher
beads


um is that ok?

Thursday, 31 January 2008

The way its gonna work...

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.

My Personal Asset List

Raf (teddy)
Fran doll
Cushion
Little keyboard
Book of fairytales

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!

Shower and Bed Concept

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.

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.

Team Schedule 1.0

Here is the team schedule I did last weekend. After I recieve the prioratised asset list I'll be able to go in to more detail.


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

Fire Extinguisher


Here's a screen grab of my fire extinguisher to show the poly distribution

Colour pallet

Here's the colour pallet taken from my concepts of the main room and walkway, I've put in little snips from them so people can colour pick from them if they want to

i fixed the porbs with this model. although ill remake the tex with photos when i get chance :D

2 x More concepts

3d model changes

Here's the changes to the button you asked for megan.

I've dulled down to specular colour to almost white and removed the edged faces as requested!

2 x Toy concepts



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.