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.