
Sunday, 28 February 2010
New Models
The past day I have been making some connectable objects that can be placed strategically around the map. I then tested the collisions and UVs in the Engine using the default UDK textures. Here is an example Screenshot -

Todays work.
Unfortunately I haven't spent any time on Outlast today, instead I updated my portfolio site - www.3dality.co.uk
I tried to keep the graphics simple but bold, let me know what you think.
I tried to keep the graphics simple but bold, let me know what you think.
Thursday, 25 February 2010
Screenshots in Week 5
Thursday.
I finished a bamboo bush type asset today, as well as texturing two rocks ross sent me, I also spent a lot of time building the map up. The dense jungle area is nearly finished, I'm starting to branch out onto other islands to slowly rough out and refine landmass & object placement. I'll post some screenshots soon.
Environment Models
Hey there. Now Me and Hywel have an idea of what we want the ruins in the level to look like and have some concepts sketched out, i spent the last couple of days modelling elements for the environment. Here are a few examples, including Wall pieces, Steps and rocks that will placed throughout the level.
The next stage for these models is to UV map them ready for Hywel to texture.

Wednesday, 24 February 2010
Tuesday, 23 February 2010
Level Update.
Monday, 22 February 2010
Vines are annoying.
Today I went over every speedtree and decreased poli counts and took the vines off so we can place them manually, this means we can give them wind and interactiveness. I imported the new vines, which were very tricky, because the rotation is upside down and the game didnt like that, I ended up modding the vertex shader slightly to cope with all the reveresed angles. Ill be fleshing out the level design today (Which I should of done a while ago).
Ill be posting the results soon.
Ill be posting the results soon.
Sunday, 21 February 2010
Ruin Design
Hey there, more images of some concept designs for the Ruins on the main part of the map. Here are some renders to demonstrate the basic architecture of we hope to achieve. More detail will be added in the modelling process to make it more overgrown, ancient and decayed by time.



Also i have sketched a top down view, to give a better more detailed look at the map.



Also i have sketched a top down view, to give a better more detailed look at the map.

Environment Sketches
Updated level plan.
Tropical Fern Trees
Here the latest screenshot:

Today I finished the fern trees that ross modeled, I have also got new vines to import and hook up to the vertex shader. Ross has been busy doing concept work on the ruins, which is looking very gd. The next step is to rough out the new level design:

I'll be uploading the updated version of this plan shortly.

Today I finished the fern trees that ross modeled, I have also got new vines to import and hook up to the vertex shader. Ross has been busy doing concept work on the ruins, which is looking very gd. The next step is to rough out the new level design:

I'll be uploading the updated version of this plan shortly.
Friday, 19 February 2010
Vertex Shader Finished!
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