Wednesday, 30 January 2013

Wednesday, 23 January 2013

3 More Prop assets

Figured i might as well get as many of the stand alone props done as possible now i have the generic parts of the scenery complete...
(left) Main UVs                                                                    (right) Alpha for the pipe mesh

The pipe can afford to have no back to it because it will always be embedded in a wall so the wall its put through will act as a back for it (it'll be out of view of the camera so it looks like it could go somewhere...

Sunday, 20 January 2013

MiniBoss




Room in UDK so far - Need to put in ladder and other platforms (walls are preliminary and not going to be quite like this - i need to add path ways for example)

Alpha UVs                                                                                                              Normal UVs

The normal UVs have black boxes around the alpha'd pieces as they were showing up with a white outline and this was the simplest way of correcting this mistake - Tweaking the alpha wouldve been relatively pointless as the shapes i wanted were black anyway and it only made them slightly thicker and from a distance look perfectly good.

Saturday, 19 January 2013

Wrecking Ball - UV and Render.

This is for the MiniBoss in the middle of the level. It shares a texture sheet with the ground for the boss fight and the platforms which are suspended from the ceiling (they have chains attached to them too so i can re-use the chain texture from this ball)

Friday, 18 January 2013

Graffiti planes...

....Graffiti.... 



With Frame - 1 Plane each


I have decided to put some modular graffiti in for this to continue with the pattern from the rest of the game (there are gang members etc... down in the sewer that will have painted graffiti in their hideout)

Wednesday, 16 January 2013

Tilable WALL texture


In UDK This is my finished general wall texture that i can tile round the entire level. on a 256x256 texture it is a single 1poly plane. It can be tiled separately to the floor for the later parts of the level where i'd want the wall to tile up as well as across. (also  i wouldnt ALWAYS want it tiled along with the sewer floor for example)


Basic eg of how i did the bricks - starting with a simple rectangle, bevel, Emboss and contour are used with specific settings to make the edge sharp and the lighting appear to come from the direction of where the character is needing to go to. (usually to the right)



UV sheet (after putting in some basic grimey overlays using photoshop cloud render and also making a grunge texture from scratch using paintbrushes). Notice space at the bottom - ill most likely use this space for a few gang related grafiti drawings around the sewers which ill project onto planes in front of the wall geometry.

Tuesday, 15 January 2013

Tilable Floor


The basic sewer floor with a river of sludgey water down the middle - Modular and Tilable 256x256 Texture for now and only 7 Polys. This is fairly optimised.

This also snaps to the UDK grid so that each modular piece can line up correctly leaving as little-a-seam as possible and making placement that bit easier.

Monday, 14 January 2013

Asset Creation and implimentation to UDK

 Typical UV Map / Texture AND Light Map 
*(To counter overlapping UVs in UDK so the lighting works correctly

Normal UVs
Light Map Uvs











In UDK

Thursday, 3 January 2013

PART 3



This part is short, it involves the player walking on, in the time it takes the player to reach the doorway the boss (that is previously talking to his two minions saying something like "he's becoming a thorn in my side, i want you to deal with him" and the player comes into view, as this happens the boss says "there he is, get him" and the two short guys by his side walk through the door and it closes behind them (at this point the player cannot return back and cannot progress further. In order for the rest of the level to unlock he has to defeat these two enemies). The short men may not look like much but they're extremely fast, hard hitting and have a lot of health points.

Final Boss Fight

Sketch


Block-out



The player starts by entering the screen left (at this point the camera moves into position and the player cannot move too far left or right) the boss will have a mini-speech saying something like "Lets see how you fare against my doggies" at which point dogs and their armed handlers will come down each ramp and the fight will begin. 
Killing the dogs and handlers will trigger the boss to jump down from his platform. The valve at the back is usable by the player for a very sort period (say 5 seconds) so as an 'easter egg' the boss will be killable within that time by someone that knows how avoiding the fight 
** this is for the optional achievement to kill each boss within a set time ** 
If that is not chosen or known, the boss will attack the player and from time to time cut off half of the room using a massive jet of water by hitting the player and walking away ( if the player doesnt move swiftly he will be hit by the water) if caught by water the player will be stunned for a short period and take a fairly high amount of damage so its unwise to get hit. After this repeats for a while the boss will eventually die and the level is complete.

Still to come:
  • Block out and plan of secret area 001
  • Final Asset building and implementation
    • MAYA building
    • UDK implementation