Friday, 8 January 2010

Escape Pod: Development Video

Here it is from start to finish, only thing I forgot was an in-game shot but thats a minor thing...



Comments please.

Script Progress

Here's a Fraps of the progress I've made thus far:



Scripts:
Rotating Asteroid (Rotates along Yaw & Roll Axis)
Radiation Pickup (Does not fade in / or out)
Triggerable Explosions

Wednesday, 6 January 2010

Laser and Killzone Test

Laser and killzone test. The killzone can be used in all the AI death sequences, to save time.

Defence Turret Test

Creation of a defence turret in a test environment (Julian, you should have been doing this.) If all the scenes were created like this from the beginning we wouldn’t have to crunch everything in during the last week.

Space Hangar Test

Just a glimpse of the hangar that’s to be featured in the level, the area still needs a lot of movable equipment but at least the foundation is there, finally.


Escape Pod: Texturing Progress



The plates dont align properly but on the whole better than I thought it was going to turn out so far. Just needs more plates and scorch marks around exauhsts and stuff

Tuesday, 5 January 2010

Escape Pod: UVW Unwrap

Heres a screenshot which shows the amount of work I had to do...



All in all it took roughly a day to do this.

Escape Pod: Concept Comparison

After getting the landing gear finished thanks to the new concept image I found I decided to make a comparison image just to show how close the model is to the concept.



On the whole I think it looks spot on! Just gotta make an awesome texture now to really show it off!

Jusr for future reference the concept was made by: Lee James Ormerod (http://formidableimagery.com/conceptart.html)

Monday, 4 January 2010

Final Escape Pod

Heres the final modelled Espace Pod, its very accurate to the concept, infact its only missing 1 very tiny "thing" at the botton in front of the cockpit and a circular thing on top, thats it!



Now just to unwrap and texture!

Escape Pod: Progress

Heres the model so far, again pretty acurate to the concept, just gotta finish the cockpit etc then the aweful task of unwrapping again :(



My only issue is that it has some kind of landing gear in the concept that isn't very visible :/ so that's gonna be annoying, otherwise good stuff me thinks so far.

Sunday, 3 January 2010

In-game Statics

Now in-game and textured properly with specular maps and opacity where applicable!



If the packages arn't too big I'll email, otherwise I'll upload and put a password on them.

Saturday, 2 January 2010

Textured Static Meshes

Majority of the Static Meshes now textured!



Comments on my Awesome Texturing skillz! :P

Obviously they won't look this good in-game but atleast you can see how they might look.

Basic Props

Heres the rest of the standard props for the game, mostly the dressing room but that's all i've got to do on my modelling list bar the Escape Pod.
I've put the scale block in again just so you can see that everything is scaled to the right size and is ready for use in-game once i've put a standard unwrap on them!



Comments please, and if you need something for your particular room in the game mail me with a numbered list alongside reference images or links to them, thanks!

Breifing Room Chair...

Heres the chair that shall litter the Breifing Room, it's not UV Unwrapped or Textured but I have scaled it to its proper size to work in-game straight away.



FYI: The BIG green block is the actual dimensions of a human pawn in unreal, so as you can see the chair looks the right size.

Friday, 1 January 2010

Station in-game test

For this test I placed the model in the skybox:



As you can see it looks fine in-terms of shading; no shadow lines / glitches etc just a bad texture, and is lit using the ZoneInfo. Whereas if the model is in the level and lit by any other light it still produces some glitches, I've tried fixing this but what I do doesn't really have any affect.
I'll still mess around do some forum trawling etc, not a major problem, the model just needs a better texture now :)

BTW the ship's called "CODE RED" same as the packages, so until someone can suggest a better name it'll do.

Corridor update

Unfortunately I was struck with a nasty cold the past few days and unable to work properly. Now having to make up for a few days in bed - So here is an update from my progress.


As the gameplay focuses on moving from room to room it’s vital to have the corridors adding as much character to the spaceship as possible and as a group we always wanted corridors in a similar fashion to the ones that featured in Aliens. so with that in mind I was able to construct the following layout.


Photobucket

I’ll post updates on the other rooms tomorrow and will have a video post by the end of the weekend showing the complete map.