Monday, October 29, 2012

My second environment. Never expected applying tiles to be difficult in objects that tapers. The objects that has a corner was also challenging, depending what the texture is

Sunday, October 28, 2012

Just worked on more assets for my first env. I first made tileable textures and reuse them for most of my assets. No grunge yet. I'll do it probably once I finish texturing everything. Still needs more work of course.

Thursday, October 25, 2012

Please ignore the ugly texture. I just needed textures real quick to test my udk mat. So, I was thinking, rather than creating multiple unique texture maps for my objects, why not use the same tileable textures for objects with the same material: wood, metal, etc. This will save me a lot in terms of texture budget. I have map that depending which channel you connect it to upon Lerping, the textures will only appear on the area. Cons: I find that I'm using more polys to align my uvs based on my texture. It seems flat, especially on a wall surface. There should be a contour or sort on the edges that lets you know it is its own area (marked by the red line). I might have to use an AO maybe? Or just darken the edges in photoshop. Pros: Saves a lot of texture map. I can control the tiling much better. Reusable for other objects


Monday, October 22, 2012

Just did more uving on my assets. I also redid some of my models based on the feedback. I really don't like the tongue.

Friday, October 19, 2012

All these things are from one 1024 by 512 texture map. I was going to have them in different texture map but I thought that I could just optimized them. As a result, putting the details proved to be much more difficult, and they turned to be much low res. I can barely show any details other than their actual color. I just used the Photoshop Fiber filter to add some sort of surface detail. I didn't like the fact that it didn't tiled vertically.
So, the reaper was adjusted. I lowered the polycount and remade the hood. The arms were also shortened. I'm now working on the monster chest and its tongue. The snowman was also changed a bit. These assets are for the HallenHouse environment.
The sword is the main objective for my second environment. I'm using a French sword, King Francis', and it will have a blade like Tidus' The Brotherhood.

Sunday, October 14, 2012

So this is my current assets that I'm using for my level. Only few will have its unique texture space. One thing I might add is walls or floors with different stresses. I will have more unique assets sometime this week.

So, I'm going to explain more in depth what this level is about. Basically, this is a fantasy-medieval game environment where the player must acquire a sword that will allow him to wield an amazing power. He has to travel the walkway which has obstacles waiting, the big round thing that will rotate at a certain radius and shoot out some (maybe water or something) that the player must dodge. Once he acquires the sword, he will now be able to go through the shortcut on left side. I still haven't figure out what I should put on the beginning of the level to stop the player from going there. I was thinking a streaming water that will stop once the sword has been acquired. I was also thinking of having the sword at a higher elevation and rather than straight path, maybe some missing walkway so the players will be forced to jump. Oh and the ceiling will be closed off. I might just use BSP to cover it u.

One thing I noticed though is that the columns not having any faces on top, UDK bakes the shadow improperly. You could see the actual shape of the top, so I'm going to just add the geo back