Tuesday, May 21, 2013

Modeling Update

This week I've finished the set pieces for the external bridge, and started on the elevator.  They fit together but there is also a column piece to hide the seams.


Example of set piece configuration for level designers

Bridge pieces

Variation with glass to look out the moon surface

Elevator shaft
 I started working on a plastic cover for seams on the cargobay, the shape is still chunky, an it's a bit tricky to get the plastic really looking like plastic. It needs more details to look right.

Diffuse/Normal
 Staircase for scenes


Tuesday, May 14, 2013

Creating a Lunar Base

This week I've been working on making the outer facility, We might not use these again, just for the first scene. But there will be a nice view to look at when the layer goes down the glass elevator. I think the watch towers are a pretty good addition, loosely inspired by Oblivion (:
Inspiration for high towers

Overview
Watch Tower
Watch towers' perspective

Bridge to enter the facility

 








Also finally made a window piece for the hallways, and a smaller floor corner piece. As requested by the level designers.


Tuesday, May 7, 2013

Building Blocks!

This week I just made some more structural pieces for the first parts of the game. Mostly parts that the level designers have been needing. They've been made to encourage reusability in many of the sections.

New floor types
These are some of the pieces and how they can be used in the outer ring.

They fit in angles to form the ring

Tuesday, April 30, 2013

Modeling/Texture Update

For the first scene we will get a nice shot of the moon facility from a distance at the center of the crater. So I've started out some building structures for that, we might still change them. These meshes won't be the actual structures when the player is walking through them, this is just for the exterior scene.



This week I made some pieces for the games, with help from our level designer Jordan. We've been working together to get all the set pieces we need.
Wide corridor uses 2 pieces, narrow just uses 1

Still need a bigger ceiling corner piece

Made some adjustments to the trim on the corner piece

Wide corridor

 
Narrow corridor
Trevor started painting the road on the moon surface so we will probably need more asphalt textures for the landscape material. I made a new texture with cracks for the asphalt.

Height/ Normal/ Diffuse



Tuesday, April 23, 2013

Material for the Lunar Surface

I've created a variation for the moon material, to look like ice patches to blend with the moon surface. Also reworked the previous moon soil texture to tile better, and baked a new normal map for it.


For the material to paint the landscape, I made 4 seperate layer functions for each of the uses for our textures. To break off the visible tiling each texture has to map coordinates, one for close to camera painting, and one scaled up for painting distant objects.
  

Example of the textures blending in the mesh


Tuesday, April 16, 2013

Texturing Update


 Did some changes to the master texture for the walls, and rebaked some details. Sarting to UV them to the walls.

Saturday, April 13, 2013

Creating Textures

So I baked the details from the different types of trims on to a single face to generate some maps for texturing.

Specular/Normal/AO maps
They still need some work but the layout seems good enough to try them on some of the pieces.

I also made a texture for our ground in the opening when we see the lunar soil. I added more coloring in the post-processing effects in UDK rather than in the texture. Still making my mind on the best look for that still.