Sunday 22 February 2015

Height issues and texturing

Over the last few days in have been working on some of the existing issues within the level so far, I have fixed the heighting issues with all the doors and windows within the level, these being at the players shoulder level giving the player the ability to look over the wall through the window but just barely and not having the ability to shoot through them. I then moved on to the tiling issues with the assets, the assets didn't seem to be fitting together perfectly and had slight seems running between them with light shining through from the exterior so I had to go about fixing this issue before I carried on creatingbthe level. With the assets being created to scale with each other and created to fit perfectly and fitting seamlessly inside 3DS Max I turned my attention to the drag grid and noticed that with the grid on there was a slight gap between the assets that was barely noticeable even when fully zoomed in so after simply turning off the grid the problem was quickly solved.

Next came creating the rest of the assets for the exterior of the guard room, I had already created the wall and it was just a quick case of creating the other prices to fill in the corridor's, so I quickly created the floor, roof and the opposite wall price and the corridor section was created.
The guard room side of the wall

The opposite side of the corridor



A render from the inside off the corridor




















Upon this being completed and set up I have decided to move onto texturing the rest of these assets before moving any further with the asset creation. All the assets seen in the images above have been UV mapped and are currently being textured like the doorway seen at the back of the image above and in the images below both in 3DS Max and inside of UDK inside of the level.
Close up of the asset inside Max

Door way placed inside of the level


































The last of the corner assets have also been textured and the textures have been imported into the level editor and placed onto the assets. Over the next few days I will be finishing the rest of the textures and creating the basic gameplay for the beginning of the level, the gameplay inside of the prison cells so that I can start building the level even though the cells need to be updated.
The corner inside the level without the normal maps

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