Here it is from start to finish, only thing I forgot was an in-game shot but thats a minor thing...
Comments please.
Friday, 8 January 2010
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
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
Tuesday, 5 January 2010
Escape Pod: UVW Unwrap
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)
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
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.
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
Saturday, 2 January 2010
Textured Static Meshes
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!
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...
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.
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.
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.
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