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.

Thursday, 25 February 2010

Screenshots in Week 5

Late night post, its about 4:49am lol, spent the last hour recoving everything I lost due to a glitch in the editor involving the terrain. Anyway long story short, I'v now got some screenshots to show:















We are now a third of the way through the time we have to complete this game.

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

Palm Trees

Today I finished these palm trees in speedtree:

Tuesday, 23 February 2010

Level Update.



This is the darkest and most overgrown section of Outlast. Me and Ross have got a lot to do on it but its starting to come together.

Monday, 22 February 2010

What a Poser!



The first screenshot of the new level plan.

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.

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.

Environment Sketches

Hey there, ive been sketching some designs over the past few days for the ruins in the centre of the map. Here are a couple examples:
I will have a couple more up soon, showing a more detailed map and layout.

Updated level plan.

New level plan:



The level is jungle based, the crash site is situated in the middle on top of ancient ruins. The level spans across lots of mountains networked by bridges, depending on how many energy cells the player scavenges new zones will be unlocked and difficulty will be increased.

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.

Friday, 19 February 2010

Vertex Shader Finished!

Woot I finaly finished my vertex shader!!
This vertex shader will be appliad to all interactive foliage actors:



Will be posting a video soon.

*Edit* http://www.youtube.com/watch?v=VG6kUnX2eXg