Friday, December 19, 2008

hey folks,
I just want to add a final comment on working with such a great team on my first complete project. It was a lot of fun working with you guys even though we had some obstacles to get through, you guys are the one that made it enjoyable to work together and I really look forward to working with you in the future.
last thing I would like to leave of with is the link to the subdomain that I have set up to post up the project files and a reference page you guys can have if you would like an employer to take a look at your work. so far I have the credits rolling because of course the game did not cook and got no screen shot, but as soon as i get one I will post it up.
enjoy your break, have a merry christmas, and a happy new year.

-George

Friday, December 5, 2008

LOMG DO THIS @#$% FOR NEXT WEEK!!

Luke here with reminders of what we need if we are to have a working game prototype by the end of the quarter.

Due next week:

George: Finish surreal room and Negajoey roar (if you have time).

Thomas: Gather SFX. Plug them in next week during class.

Ben: Give one last pass through over the kismet puzzles in docking bay and surreal room. Plug elevator into kismet (should be in docking bay package by the time you read this), and finalize other kismet sequences and triggers(no placeholder notes, etc). Place final datapads in surreal room (need 3) so Thomas and I can plug in all of the sounds next week (if you have time; if not I can do it next week no problem).

Luke: Fly-through camera(s) for docking bay, mailroom. Finish placing assets in mailroom. Prepare for sound imports, place datapads in respective places. Beta-test matinees; create "win screen" matinee for arborium.

Cory, James, and Brian: Finalize Arborium. Particles included. Should be 100% done for next week.

Particles 'N' Galaxy box

Hey all it's Jason and Roberto, here's some screens of our finished work.

I added the sparkle particles to the teleports, and some steam to the elevator space.

Roberto added the galaxy picture to his modeled skybox and put a good starry emmisive on it.

Here's the pics:





Friday, November 21, 2008

Ara renders.





Hurray!

5,336 Polys, if anyone cares.

more particle effects screen shots



partricle effect screen shots





possible particles

SPACE! And some particles.

Hey everybody,

Here's some recent stuff I've done, first is some pictures of space for when the player looks outside the space station windows.




And then a look at some of my particle stuff that I've been working on. This includes the teleporter sparkles, Elevator steam/smoke, and finally Waterfall mist/splash. Here they are:







~Jason S.

Friday, November 14, 2008

emissive material instance constant




I made material instance constants for the emissive channels on the activation panels and the teleporters so that you can have them turn on and off (glowing on and off) whenever you want them to.




here are a couple screens:






texture for the forcefield

Saturday, November 8, 2008

A few small updates.

As far as we can tell, Ara is still having trouble being fully imported into Unreal Tournament. Thomas thinks that it's still a rigging problem, but I haven't ruled out the possibility that the textures could (somehow) be crashing the program, although I don't know why that would be happening.

Texturing was reformatted last week. It should be perfectly fine. But you never know...

...

In other news, the matinee sequences are beginning to emerge in the Docking Bay. Ben and I got Joey running up the stairs last week, and we're going to *TRY* to get Wan in there by next class.

Friday, November 7, 2008

ObservationDeck - Collision and Emissive

Yea, so I got threw the collision Ben made (and changed it just a little to make it fit >:| ) and i made the teleporters glowing. The ceiling glows now too. ^.^

Here's a screenshot of the collision. I didn't take a screenshot of it before, but it looked like a disco ball with random panels lit up and rainbow colors. Now it's got... boxes all over it. :3

And here are a couple of screens of the Observation Deck as it appears in the Unreal engine. Again, we can't walk in it cuz there's something wrong with the level somewhere else, but this is what it looks like in the "viewport."






mup da doo didda

Docking Bay Touch-ups

Hey I just wanted to post some pics of the docking bay. The only thing that really needed to be fixed was importing the collision model and fitting it to the mesh, and then fixing the lighting for the most part. The screens were taken in the editor, as there's still the problem of the starting point killing you instantly.

Either way, the collision is imported, and you can see some lighting updates here. I'm having the same problem roberto is with the textures looking low-res, even though they are mostly 4096 textures. I'll try to fix it in class.

~Jason S.








Monday, November 3, 2008

Mail Room in Unreal

Just wanted to put up what the Mail Room looks like in Unreal.

As you can see, there are some lighting issues on the lower section of the central column. I tried putting lights around the base with multiplier, err, "brightness" settings of 200 and those shadows were still there even though it looked like the sun was in the room. I also think the textures look worse in Unreal than they do in Max. There's this strange pixellization going on around the designs on the walls. -__-; Compare them to the screens in the post below.


On a brighter note, I got the emissive channel working on the lights and teleporter, but unfortunately my computer's video card isn't showing what it looked like at school. The glow around the teleporter and lights on the ceiling was a bit stronger, and the teleporter had a yellowish color to it (not white).


dinner.

Saturday, October 25, 2008

Normal Maps in Observation Deck and Mail Room

I got carried away with the importing and emissive mapping and stuff yesterday and forgot that I never posted my stuff on the blog. ^__^; I was Normal Bumping™ my rooms last week, and here's what they look like in Max. :3


Mail Room

Observation Deck

squadala!

Friday, October 24, 2008

Normal Mapping Docking Bay/Comm Room

Did some Normal Mapping fun, here is some scenes with a light added in just so you can see the effects. These effects were added to the Communications Room:


And the Docking Bay area:




~Jason S.

Friday, October 17, 2008

Observation Deck: Retextured!!!111!one!1

Title says it all. :3
The emblem thingies are blue now, the textures are sharper, and some other stuff.


Oh yea, and the ceiling's different.



hey folks,


i just wokred on NegaJoey as well a s the normal and specularity for the assets of the surreal room. I think il will develope the Negajoey some more as well as some more assets.




George

Slight touch-ups (Docking Bay/ Communications Room)



Hey I added some slight tweaks to the Docking Bay mostly, just giving it some of George's textures so that it works better with the rest of the rooms fitting together in style. I also added some dodge and burn here and there. I know were going to be adding lighting, but it never hurts to touch up areas and help accentuate the shadows/lights of a room.

But anyways yeah, that's what I did this last week.

~Jason S.