Wednesday, September 10, 2008

Texture Samples









Hey all, here's some of my texture samples.

These are merely some examples of mixing together aboriginal ideas with same basic color hues from me and georges color researching.

~Jason S.

Tuesday, September 9, 2008

COW HOUSE!!!!!

So yea, I got the observation deck and mail room fully unwrapped.

COW HOUSE!!!



COW HOUSE!!!



[edit]

Ehh, what the heck. I'll throw my textures on here too.
This first texture with trippy colors could be used in the surreal room somewhere. I imagined the soft gradient in the background to be the surface, while having those strange, elevated shapes panning across it.



The second texture I was thinkin' could be used on some rocks in the arborium or something like that. I used an aboriginal symbol for this one. The symbol means something like "a song of a legendary hero," but whatev--it makes a neat design.


And this last one I also uses an aboriginal symbol repeated all over the place. I thought it might be able to used for the observation deck or other metallic surfaces.

dinner.

Monday, September 8, 2008

Level Design-

Ok guys the puzzle is up and running. The only thing to finish this puzzle is to figure out how to send the player to another level (i.e. the surreal room) and back. Other then that we just need to add bells and whistles, textures, etc.

Here is an example of the kismet. You can also open the project through the editor. The package is named aboriginal.upk, the first stage is DM-aboriginal_map1.ut3.



And here is a screen shot of the surreal room puzzle...




I have begun exporting Georges assets but I have not finished importing them into unreal. I have also fixed some more collision detection with the docking bay (including the modeling changes suggested last week). The doors and elevator are working for the docking bay/surreal room as well.

I want to ask that as assets are completed please drop them off in the team production folder under Meshes. There are a few sub-folders set up, (character meshes, environment meshes, misc). This way me and Cory can take a look at them and size stuff before importing.

-Ben

Sunday, September 7, 2008


ok, so modeling is done for the surreal room as well as UV unWrap. Im not sure what method ben will be using to import the assets, but I went ahead and placed referenced clones of everything where it belongs. next step will be completing textures and applying them to the models (duH).

Here's the file so Ben can import and place. blocking shouldn't be too different from original. I hope I got this right, if I do I deserve cookies for accomplishment.

-George

Wednesday, September 3, 2008

arborium

Based on the feedback i plan to fix the roof lesson the trees add hills round out the water and add patches of grass.

Docking Bay / Communications Room

Hey all Im just posting some pics from the two rooms I modeled, the Docking bay:






And the Communications Room:




I'll be tweaking it today, moving the ceiling down in some areas, scaling the objects in the communications room down. I'll also finish unwrapping everything.


~Jason S.

Mail Room and Observatioin Deck Progress

Just wanted to post the progress on the Mail Room and Observation Deck.


Since it kinda looked like a merry go round, I couldn't help myself but to make a gif out of it. It didn't even turn out that great, but at least I got that out of my hair. ^__^;

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WWWOOOWWW!!! :| THE GIF ANIMATION DIDN'T EVEN GET TRANSFERED INTO THE BLOG POST. -______-;;
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If it's too hard to understand what's goin' on, or you just don't feel like getting dizzy, here's a still image:


And here's the observation deck.



And lastly, here's one of the crates from the mail room, only up close