Tuesday, October 29, 2013

Senior Project II - Week 5

Really fast update concerning my scene, I'm adding some of the extra assets that will make the environment more believable, I got a little bit sidetracked by scripting the Pacman kismet game but this will get back in track soon enough.
I might have to tone down the volume fog a little bit. Some of the opacity on the glass isn't working properly but I believe that's an issue with the blend translucent mode so I might have to make that a submaterial.


Monday, October 28, 2013

UDK Pacman

After dealing with quite a bit of technical issues and tons of research (The time I spent on research easily surpasses the time I spent on the scripting part) I finally completed this.

It was quite the learning experience, I'd love to add power ups, a fancy HUD, randomly spawning fruits, and overall polish some details here and there but for now this works as intended.


Tuesday, October 22, 2013

Senior Project II - Week 4

Here's some quick paintovers of the scenes in different lighting situations

And here's some of the fully textured assets in the environment along with their diffuse map, there's some small issues with lightmaps that will get sorted out.








 


Finally, some detail maps have been implemented to the assets to increase the amount of detail without havig to reply on huge texture files.


Monday, October 21, 2013

Scripting WIP

So now for a small change, this is some of my progress for the Intermediate Scripting class, I'm trying to recreate Pacman in UDK. Collision and visuals (An emissive shader that pulses and cycles through different colors) are mostly done. The camera is all set too. The challenge now is to entirely change they way the game was set, initially I was using the default UT Deathmatch player with bots but the controls were rather inconvenient and the bots aren't working properly so I'm most likely changing the way things are set right now.


Tuesday, October 15, 2013

Senior Project II - Quick comparison shots




Here's a quick comparison shot of the progress, the lighting has come a long way, it's still not final but it's close to it.




Sunday, October 13, 2013

Senior Project II - Another revision to lighting and some extra stuff

The scene has been updated with some extra lights to make the composition more interesting.
A subtle dominant directional light and lightmass volume were added to have some subtle shadows and light the scene up a little bit. A point light was added near the bottom of the environment to simulate the light from the emissive and simulate some sort of rim light.
Other than that some minor adjustments were made to the rest of the lights and emissives (mainly the green elements from the chambers) to find the right balance, some static meshes weren't lit properly before due lack of lightmaps but that issue has been addressed.

Another element that was added (and it might be too subtle to notice) is a plane with a fog shader placed a unit above the floor, again, to make the composition more interesting.

At this point the basic lights are pretty much done, the next step is to make the rest of the adjustments from feedback I received during class.

Tuesday, October 8, 2013

Senior Project II - Lighting and Composition update

Here's another quick update, there's some additional tweaks to the lighting just to give a general idea of what I'm aiming for, this isn't final (The generator will have quite a bit of emissive, same for control panels and possibly some of the railing)

I might move that door a bit closer to the camera or tweak that railing, just to make it more visible, this is still missing quite a big of greeble, cables and other details, but those will be added over time.