Sunday 29 December 2013

Back to modeling

So with all of the basic game play, events and cameras for the cut-scenes and quick-time events set up inside of the cell blocks, i have decided to go back to modeling the rest of the assets for the cell blocks, thus making it so that i can finish them off and add lighting to the scene, as well add more minor events into the section to do with these and add these to some of the current cut-scenes where i have them planned.

Firstly on my to do list for modeling is the main bulk of the walls and floors for these sections just so that i can bulk it out a little and make it look a little more impressive than just standard blue and white squares that make up the BSP walls that are currently in place. So i created a list of what i needed to create to make up the corridors. That list being: The walls themselves, i will need to create two versions of these however as with the floor due to the sections were the cell block doors are. The floors, pillars to go with the walls, the roof, a door for entrance into the main corridor which leads to each of the cell blocks as well as a wall for this to fit into and the lights that will be placed onto the ceiling.

So far i have created  the mid section wall, the mid section floor piece and the pillar model and am beginning to texture the floor model first trying to keep to the same colour pallet, look and feel as the one that i had created for the cell block itself.

Main Floor

For the main floor of the corridor i decided to stick with the same sort of style as the flooring inside of the cell blocks themselves, only this time i have put some extra detail and decided to begin creating the high poly assets instead of just creating the simple low poly ones. This floor piece is bigger than the cell block one due to the extra room in the corridor giving me some extra room to play with. So with this being a high poly assets i decided that i would model a hole for grates to be created and placed into instead of just texturing them on, thus making it look better once inside of the engine, i also included lights into the floor to give it more of a sci-fi feel and to add to the aesthetics of the level inside it and especially inside the sections where the lights are flickering or totally out due to the sections without power that i have implemented into the level. The blueish parts on the model show below is where the lights are these will be emissive texture once i load all of the texture inside of the engine and add the textures inside of there.

(Below rendered image of the floor piece and below that is the asset inside of the software)



Pillars

I created the pillars so that the corridor had a bit of depth to them and so that they didn't just look plain, bland and desolate. The pillars were there for another source of light in the sections where there was no power to the lighting, with these lights being emissive textures again like the ones in the flooring. These lights will change colours inside of the level like the status bars on the cell block walls, when the power cuts out of an alarm is sounded these will change to red as a sort of visual warning for the player.

(Below rendered image of the Pillar and below that is the asset inside of the software)




















Wall piece

With the walls there will be a number of different section/ asset pieces to make up the full piece due to the various parts of the room, such as a different wall piece will need to be created for both of the door types that are going to be within the corridor, one being those that lead into the cell blocks themselves and the other being the one that leads into the actual corridor. The section that i however have created to begin with is the piece that will tile to fit in-between the door way sections. Again with this model i ave included the light panels and also the missing grates/panels to be created separately  and added in later to make the model look just that little bit better.

(Below rendered image of the Wall section and below that is the asset inside of the software)









All of these models are currently un-textured but i am currently working away to create textures from them wanting to get the textures done for these and have them placed inside of the engine to form a base for the corridor before i move onto modelling any of the other assets to complete the section. I will shortly post the finished textured models up upon completion of them.

Monday 16 December 2013

Change of Direction

So with my life being a little hectic over the last few weeks i haven't really had the time to sit down and focus on a specific part of the section that i would have liked to do. This was also hindered by the fact that i have been having trouble with my video capture software so i have been unable to record videos of what i have been doing to upload. So with all of these issues i decided that it was best if i worked on something that could be picked up and left at the drop of a hat so that i could spend the few free minutes that i had working on the little things. So with this as the plan i have been working away creating the basis for the quick-time events and cut-scenes as well as going in and adding triggers to the doors that needed opening for the game-play.


This is a screen shot of the what i have created inside of the level so far as you can notice that it isn't much but as my time has been scattered over the last few months i haven't really had time to work on this as much as i would have liked to. But what is shown is the build up of the three prison blocks on the ship, there is still alot of game-play to add and more cut-scenes and events to set up in this section which i will be getting straight onto now that i have a bit of free time coming up.