Thursday, 31 January 2008
A few window concepts =P
I will hopefully show you more later on today during to meeting with Powell.
On a side note, I think all of our work is blending in quite nicely, I think were as close to our style as we can possibly get. I think we can pretty much get started modeling, plus we're running out of time. During when we model we will need close observation on each others work so it all fits in.
yo guys
Wednesday, 30 January 2008
Rail Concepts
I basically decided the best way to concept rails (and also stairs) is to knock up a few tiling textures and stick them on a cylinder (along with a normal and spcular map) to see they look like. I'll design the bridge deformation as line drawings, and then once I get both the damage and texture approved then I'll do a final reference image. In the mean time theres no point me doing a massive number of combinations when it can be done much more efficiantly like this.
Anyway:

This is just a plain metal texture, with a bit of scratching, mainly just for comparrison.

This is a rusted texture with flecks of paint, probably more rusted than we are going for though.

This is a more 'painty' texture, basically theres still a lot of paint still on it, although ideally I want more still.

Edited version of the previous texture, now with 500% more paint.
I'll update this post later, I'm going to aim for a bnout 3 mroe textures, and a load of stair designs. If anyone has suggestions for textures, either about different textures, or features you like/dislike of any of the others just reply to this post.
Anyway:

This is just a plain metal texture, with a bit of scratching, mainly just for comparrison.

This is a rusted texture with flecks of paint, probably more rusted than we are going for though.

This is a more 'painty' texture, basically theres still a lot of paint still on it, although ideally I want more still.

Edited version of the previous texture, now with 500% more paint.
I'll update this post later, I'm going to aim for a bnout 3 mroe textures, and a load of stair designs. If anyone has suggestions for textures, either about different textures, or features you like/dislike of any of the others just reply to this post.
Tuesday, 29 January 2008
Monday, 28 January 2008
Just incase....
Just incase anybody wasnt clear or had forgotten what they needed to be doing i thought i would write it up here just incase, basicly this week we just need to prepare to start moddeling next week so all the major assests need refrence and concept pictures so that they can be modeled easily and effeciently later in the project.
So take the staircase as an example, to make them well I would:
-Go and take pictures of it from all angles
-A draw a concept of what it will look like with our chosen style applied to it.
-Collect any pictures needed for texturing (ie dirt textures, cgtextures is good for this)
I know it seems a bit crazy to make a concept picture of a bin or something small like that but if we really think about what every object is going to look like before we start modelling then it will improve the quality of the model and speed up modeling time. And remember that you may not be making the assest u have concepted in 3d, so it needs to be good enough for someone else to work from.
Yea so this is what everyone is doing this week:
Hicks: walls, floors, vending machines and broken bricks by wednesday
All pipes and radiators by saturday
That big metal door by monday
Dale: windows and wooden boards by friday
doors by monday
Joey: pillars by wednesday
crates by saturday
electrical wall boxes by monday
Ben L: broken lift by wednesday
statue in front entrance by saturday
fire extinuisher by monday
Nikki: flags, posters and banners (including symbols) by saturday
Alex: Stairs and railings by wednesday
Seats and chairs by saturday
Tom: glass bricks by wednesday
cameras by saturday
display cases and noticeboards by monday
Me: outdoor enviroment (the area not acessable by the player) by wednesday
lights by saturday
Technical specifications and 3d workflow by monday
So when you have done an assest concept post it on here and give it to Nikki.
Cheers guys
So take the staircase as an example, to make them well I would:
-Go and take pictures of it from all angles
-A draw a concept of what it will look like with our chosen style applied to it.
-Collect any pictures needed for texturing (ie dirt textures, cgtextures is good for this)
I know it seems a bit crazy to make a concept picture of a bin or something small like that but if we really think about what every object is going to look like before we start modelling then it will improve the quality of the model and speed up modeling time. And remember that you may not be making the assest u have concepted in 3d, so it needs to be good enough for someone else to work from.
Yea so this is what everyone is doing this week:
Hicks: walls, floors, vending machines and broken bricks by wednesday
All pipes and radiators by saturday
That big metal door by monday
Dale: windows and wooden boards by friday
doors by monday
Joey: pillars by wednesday
crates by saturday
electrical wall boxes by monday
Ben L: broken lift by wednesday
statue in front entrance by saturday
fire extinuisher by monday
Nikki: flags, posters and banners (including symbols) by saturday
Alex: Stairs and railings by wednesday
Seats and chairs by saturday
Tom: glass bricks by wednesday
cameras by saturday
display cases and noticeboards by monday
Me: outdoor enviroment (the area not acessable by the player) by wednesday
lights by saturday
Technical specifications and 3d workflow by monday
So when you have done an assest concept post it on here and give it to Nikki.
Cheers guys
Sunday, 27 January 2008
THE IDEA
My Stairs
Total Tris = 1674
I wanted to give to impression something menacing has just ravaged up these stairs pulling and tearing as it ascends. Ok so I know the whole butcher creature thing has pretty much gone I still wanted to model I would enjoy doing.
It's not finished however it is completely textured. I have aloud room for me to make more steps individual however as of now they are all the same.
All of the textures where taken from the original pictures I had from the factory from last year and some new one I went out to take with Hicks, Ben and Carter.
In total its taken me about 11 hours. I stopped now to show how long it takes me to work but I will post a finished one with a more detailed texture. The stairs are a major part of the Queens Building so I reckon they should stand out. Not only should they look like our chosen style but also like the Queens Building.
I'm happy with these stairs because they look like how I visioned our idea looks but at the moment it looks like a 3D model and not realistic stairs...
Friday, 25 January 2008
Time for some 3d stuffs
Hello fellow team mates, i have a task that everyone needs to complete so that i can start planning the 3d side of this project. Basicly what i need to get out of this is the knowlage of:
-How you model.
-How fast you model.
-Which parts of the moddeling process we need more paractice in.
The object you will be making will be a staircase, similar to this one I have made:



Heres the technical constraints I would like you to work to:
- under 2000 triangles.
- one 1024x1024 diffuse map.
- one 1024x1024 specular map.
- one 1024x1024 normal map.
- It should be a single centered object to a realistic scale.
Tips
-There is no need to attach every step to the rest of the model, just make sure its part of the same object at the end.
- all the cylinders in my model are 5 sided.
-I used splines and lofting (like the tree project) to make the railings.
- Try to add some variety like broken bits to make it more interesting.
- When unwrapping try to overlap everything that you can but do not flip or mirror any polys because the normal map will invert.
It would be good if it fitted with the art style we have already talked about because then hopefully we will be able to use it in the final level.
Finally, if you dont think you will have enough time to do a whole staircase then try just making part of it, i would rather see a small part fully textured than just the mesh.
If u have any questions my number is 07736683971
Oh yeah this took me about 15 hours to do so aim to finish by monday :)
-How you model.
-How fast you model.
-Which parts of the moddeling process we need more paractice in.
The object you will be making will be a staircase, similar to this one I have made:



Heres the technical constraints I would like you to work to:
- under 2000 triangles.
- one 1024x1024 diffuse map.
- one 1024x1024 specular map.
- one 1024x1024 normal map.
- It should be a single centered object to a realistic scale.
Tips
-There is no need to attach every step to the rest of the model, just make sure its part of the same object at the end.
- all the cylinders in my model are 5 sided.
-I used splines and lofting (like the tree project) to make the railings.
- Try to add some variety like broken bits to make it more interesting.
- When unwrapping try to overlap everything that you can but do not flip or mirror any polys because the normal map will invert.
It would be good if it fitted with the art style we have already talked about because then hopefully we will be able to use it in the final level.
Finally, if you dont think you will have enough time to do a whole staircase then try just making part of it, i would rather see a small part fully textured than just the mesh.
If u have any questions my number is 07736683971
Oh yeah this took me about 15 hours to do so aim to finish by monday :)
Thursday, 24 January 2008
Lobby blocked out
Wednesday, 23 January 2008
Lobby Concept
game theory
I have decided to gather info, on other games in are genre to try and pick out the thing in the art style that make them different to the other games out there, by doing this I believe that it will give us a more clear view of what to do with the art style in our level.
I hope the art directors are thinking about the art style and I hope this helps out to define what to do and what not to do.....ok
I am going to look at such games as Silent Hill 3, Resident Evil 4, Doom 3 and Stalker...... shadow of Chernobyl I have chosen these games because of the distinctive art s
tyle and game play elements.
start with silent hill with its dingy and dramatic art style, the thing with silent hills is that they relay on big creatures they use the suspense in the level and the posioning of the lighting to bring your attention to something in the level it also has a good amount of dramatic play with the character and in the older games it had a grainy filters to give a feeling of fear because of the way that it is precieved in people minds with a feeling of dread and it adds a ruff look that clouds your vision.
It also loves to play on the twisted deformed human structure , giving the player a feeling of unease, which is something I do really like about the silent hill games, I also have noticed that the prop objects are fantastically made and are given a good poshishining to add to the suspense of the level. the art style of the game is a very nicely do. but they still do the thing with having a very clean main character like all but a messy environment the time and it just looks wrong.

next doom 3 I loved this game because it probably one of the only game that has scared me, and thats a bonus point right there, and the art style is very good because of the way they have made this facility on mars come alive, using the shadows and the light source of the torch is great, because of the way it was done, like not being able to shoot with the torch out created so much panicking from the players side, and using the creatures, thing that would kick the shite out of you in reality's and traps they love traps in doom,

the art style of this game is very dependent on the lighting in the area and the amount of technology within the area because it was quite overwhelming and it created loads of crevasses in the walls and the floor, that they use to scare you, the way that the scene looks is very clean and new making you feel out of place.

resedent evil 4 I haven't played this one but you can see from the pics that it the style is no where near dependent on lighting as the other games this game has a very nice art style that gives it a...... I wish I was not here feeling , and I think its a good aspect to drive the game because they relay on ashocking amount of enemies and lack of ammo to scare you, but thats not enough,
the art style is cairred very we'll from the level design to the characters in it just like in silent hill and they have the same style of very clean main character, and all the textures have a sort of grainy look that give the scenery a nice fade, and it adds a feeling of confinement.
now bio shock the art style in the game is great and it projects the 1930 so we'll the game is fantastic and the lighting is done very we'll to add suspense to the scene and it all works we'll with the characters within the world, the only problem with it is that it way to easy. the art style is done with a ser
ies of different places cut to gather and then blended in with a great 30's theme to make the game flow work so much better. It also used its steam punk add on to make it seem more different than normal like this is how it would have been if there where no restrictions and that makes you fear the potential of the world your playing in.
stalker... this is a very good game but it works in 2 different ways with the player, to make the player feel the at ease and to scare him, because night turns in to day and the world is a good size, so in the day you'll get to kno
w the world around you
and when it night it makes every thing different this is a good method i think, the art style is old but its still done well, the area that you know will change, types of creatures, solders and other forces will keep fighting with each other to take control of areas , this make you very uneasy and untrusting after a while.

the art style of this game is old and odd because the way its done is with a basic look but nice attachments and weired creatures, that have a very organic form but twisted distorted out of shape, the fleshy tone colour of these creatures gives you a clear view of what happened they do use the lighting in the game nicely but its mainly more about night and day.

I hope the art directors are thinking about the art style and I hope this helps out to define what to do and what not to do.....ok
I am going to look at such games as Silent Hill 3, Resident Evil 4, Doom 3 and Stalker...... shadow of Chernobyl I have chosen these games because of the distinctive art s
tyle and game play elements.start with silent hill with its dingy and dramatic art style, the thing with silent hills is that they relay on big creatures they use the suspense in the level and the posioning of the lighting to bring your attention to something in the level it also has a good amount of dramatic play with the character and in the older games it had a grainy filters to give a feeling of fear because of the way that it is precieved in people minds with a feeling of dread and it adds a ruff look that clouds your vision.
It also loves to play on the twisted deformed human structure , giving the player a feeling of unease, which is something I do really like about the silent hill games, I also have noticed that the prop objects are fantastically made and are given a good poshishining to add to the suspense of the level. the art style of the game is a very nicely do. but they still do the thing with having a very clean main character like all but a messy environment the time and it just looks wrong.
next doom 3 I loved this game because it probably one of the only game that has scared me, and thats a bonus point right there, and the art style is very good because of the way they have made this facility on mars come alive, using the shadows and the light source of the torch is great, because of the way it was done, like not being able to shoot with the torch out created so much panicking from the players side, and using the creatures, thing that would kick the shite out of you in reality's and traps they love traps in doom,

the art style of this game is very dependent on the lighting in the area and the amount of technology within the area because it was quite overwhelming and it created loads of crevasses in the walls and the floor, that they use to scare you, the way that the scene looks is very clean and new making you feel out of place.

resedent evil 4 I haven't played this one but you can see from the pics that it the style is no where near dependent on lighting as the other games this game has a very nice art style that gives it a...... I wish I was not here feeling , and I think its a good aspect to drive the game because they relay on ashocking amount of enemies and lack of ammo to scare you, but thats not enough,
the art style is cairred very we'll from the level design to the characters in it just like in silent hill and they have the same style of very clean main character, and all the textures have a sort of grainy look that give the scenery a nice fade, and it adds a feeling of confinement.
now bio shock the art style in the game is great and it projects the 1930 so we'll the game is fantastic and the lighting is done very we'll to add suspense to the scene and it all works we'll with the characters within the world, the only problem with it is that it way to easy. the art style is done with a ser
ies of different places cut to gather and then blended in with a great 30's theme to make the game flow work so much better. It also used its steam punk add on to make it seem more different than normal like this is how it would have been if there where no restrictions and that makes you fear the potential of the world your playing in.stalker... this is a very good game but it works in 2 different ways with the player, to make the player feel the at ease and to scare him, because night turns in to day and the world is a good size, so in the day you'll get to kno
w the world around you
and when it night it makes every thing different this is a good method i think, the art style is old but its still done well, the area that you know will change, types of creatures, solders and other forces will keep fighting with each other to take control of areas , this make you very uneasy and untrusting after a while.
the art style of this game is old and odd because the way its done is with a basic look but nice attachments and weired creatures, that have a very organic form but twisted distorted out of shape, the fleshy tone colour of these creatures gives you a clear view of what happened they do use the lighting in the game nicely but its mainly more about night and day.
Tuesday, 22 January 2008
Paintchat
Ok guys,
Here is the link to the paint chat that we will be trying. Hopefully it'll suit our needs. Anyway it's a program that allows you to upload pictures etc and doodle on them but also it's a chat room of sorts.
So the basic idea is that we can upload concept art, or 3D and everyone can see how it's going and then write on the image what needs to be changed etc.
If you could just have a quick look at it that'll be cool.
Everyone should register and it's really easy to use and hopefully will help us a lot
ClickHere
Here is the link to the paint chat that we will be trying. Hopefully it'll suit our needs. Anyway it's a program that allows you to upload pictures etc and doodle on them but also it's a chat room of sorts.
So the basic idea is that we can upload concept art, or 3D and everyone can see how it's going and then write on the image what needs to be changed etc.
If you could just have a quick look at it that'll be cool.
Everyone should register and it's really easy to use and hopefully will help us a lot
ClickHere
Me, Myself and I
Strengths
Hard worker when I put my mind to it
Know Photoshop
Good, imaginative drawer
Competent 3D modeler
Optimistic but still realistic
Will try and do and as much as I possibly can for my team
Competitive
Weaknesses
Low confidence
Won’t always say if something is bugging me
Competitive
Too ambitious
Easily distracted.
Benefits
Imaginative and a problem solver
I have a printer…
I have a fairly up to date pc…
Will work to the best of my ability
Problems
Might not be easy to reach in evenings because of spending time with James or playing WoW.
The first and last time...
This is my research I did during the day on tues, I won't be using megauploader again so here's the two links.
http://www.megaupload.com/?d=8UN6HDPE - found bricks
and
http://www.megaupload.com/?d=OMVTEGC3 - peeling paint
http://www.megaupload.com/?d=8UN6HDPE - found bricks
and
http://www.megaupload.com/?d=OMVTEGC3 - peeling paint
Monday, 21 January 2008
You guys know me really....
okey, if u guys think these are wrong just tell me, i would rather know.
Strengths-
-Fast and accurate 3d modeler.
-Im pretty good at normal mapping now.
-I can quickly pick up new software.
-I will go out of my way to do something as well as i can.
-Im not afraid to ask.
-Im honest.
-Im organised.
Weaknesses-
-I often look for a quick and not nessicarily correct way of doing something.
-I will always see the bad side to a situation first.
-Im not afraid to say something even when its not really my place to do so.
-If i have something in my mind i try to impose it on everyone around me (kinda links with last point)
- Too self confident.
-Sometimes im too competitive (but being competitive can help drive you)
Benifits-
- Im always willing to help you guys out in anyway.
- I talk to Ben Mathis all the time now. (i did actually already ask him if he had any tips for doing ice ect, and he said no but im sure we will find use for his help sometime)
- Im not going to give up until ive done the best i can for this group.
Problems-
- I have been given jury duty for potentially 2 weeks (from feb 11th) so i have to go back home then. Ill still be online in the evenings tho.
Strengths-
-Fast and accurate 3d modeler.
-Im pretty good at normal mapping now.
-I can quickly pick up new software.
-I will go out of my way to do something as well as i can.
-Im not afraid to ask.
-Im honest.
-Im organised.
Weaknesses-
-I often look for a quick and not nessicarily correct way of doing something.
-I will always see the bad side to a situation first.
-Im not afraid to say something even when its not really my place to do so.
-If i have something in my mind i try to impose it on everyone around me (kinda links with last point)
- Too self confident.
-Sometimes im too competitive (but being competitive can help drive you)
Benifits-
- Im always willing to help you guys out in anyway.
- I talk to Ben Mathis all the time now. (i did actually already ask him if he had any tips for doing ice ect, and he said no but im sure we will find use for his help sometime)
- Im not going to give up until ive done the best i can for this group.
Problems-
- I have been given jury duty for potentially 2 weeks (from feb 11th) so i have to go back home then. Ill still be online in the evenings tho.
Notes from Queens Building
1st Area – Courtyard of Pain!
- Snow drift blocking exit
- Metal door under glass bit, or glass bit removed/smashed
- Snow everywhere
- Statue bent over, flag/banner in place
- Smashed and boarded windows
- Crates and shipments
- Drop the trees, keep stumps
- Reception – pill box
- Bullet holes
2nd Area – Stairs and reception
- Staircase blocked
- Door ajar, ice coming in, fading
- Door to main room blocked with bits of wood and junk, tables
- Half open lift, flickering light
- Lift shaft stuck between ground and second.
- Radiator burst with ice
- Peeling pain, rust, steps damaged.
- Bullet shells around windows
- Reception. Some pillars collapsed.
- Burst pipes, water frozen on the floor
- Doors frozen shut by ice
2nd floor staircase
- 3rd floor staircase broken (for now)
- Windows slap dash boarded, daylight coming through
- Below freezing still, less ice
- Ammo boxes
- Frozen guns
- Signs of life
- Railings bent or cut away
- Peeling paint on railings
- Could do something with lift
Lift
- Could get in and fall down one floor
2nd floor main room
- Banners hung from walkway
- Broken and cracked glass bricks
- Roof areas smashed in parts, light shining in.
- Circular window – room on other side is very dark with hole in roof (or roof missing) circular window partly boarded up.
- Square window broken
- Light at beginning of the room, then dark, then light
- Cameras
- One walkway broken
- Bricks and debris around
- Bodies hanging on far walkway
- Glance over and see bodies a bit.
- Blood icicles from hanging people
- Dripping water where sunlight hits
- Snow below broken skylights
- Middle circular window boarded
- Second lecture room will be open.
- Banners hung above lecture room
- A lot of walk way broken and damaged
- Benches damaged or taken away, moved to use as barricades
Auditorium, lecture theatre
- Main planning room, maps and supplies
- Beds, squatter mats
- Warm, damp, liveable
- Seats ect broken away
- Littered with plans and newspapers
- Ripped curtains
- Blocked windows
2nd floor – far end stair case
- same theme as rest of 2nd floor
- sand bags
- staircase to upper floor blocked
- windows smashed and boarded slightly
- big door broken, can see a bit of outside through holes, would be barricaded
3rd floor – far end stair case
- smashed and boarded window
- stairs to 4th floor damaged
- burst pipes? Water creates ice areas
- slippery surface sign
- damaged railings
Ground floor – far end stair case
- No escape sign
- Container type things
- Door heavily barricaded
Main room bottom floor
- Furniture used to barricade other areas
- Smashed vending machines
- Floor damaged
- Lots of bodies
- Mist
- Piles of bodies in bags
- Classroom door to outside
- Bliceicles? (Teh F**k?)
- Snow drift blocking exit
- Metal door under glass bit, or glass bit removed/smashed
- Snow everywhere
- Statue bent over, flag/banner in place
- Smashed and boarded windows
- Crates and shipments
- Drop the trees, keep stumps
- Reception – pill box
- Bullet holes
2nd Area – Stairs and reception
- Staircase blocked
- Door ajar, ice coming in, fading
- Door to main room blocked with bits of wood and junk, tables
- Half open lift, flickering light
- Lift shaft stuck between ground and second.
- Radiator burst with ice
- Peeling pain, rust, steps damaged.
- Bullet shells around windows
- Reception. Some pillars collapsed.
- Burst pipes, water frozen on the floor
- Doors frozen shut by ice
2nd floor staircase
- 3rd floor staircase broken (for now)
- Windows slap dash boarded, daylight coming through
- Below freezing still, less ice
- Ammo boxes
- Frozen guns
- Signs of life
- Railings bent or cut away
- Peeling paint on railings
- Could do something with lift
Lift
- Could get in and fall down one floor
2nd floor main room
- Banners hung from walkway
- Broken and cracked glass bricks
- Roof areas smashed in parts, light shining in.
- Circular window – room on other side is very dark with hole in roof (or roof missing) circular window partly boarded up.
- Square window broken
- Light at beginning of the room, then dark, then light
- Cameras
- One walkway broken
- Bricks and debris around
- Bodies hanging on far walkway
- Glance over and see bodies a bit.
- Blood icicles from hanging people
- Dripping water where sunlight hits
- Snow below broken skylights
- Middle circular window boarded
- Second lecture room will be open.
- Banners hung above lecture room
- A lot of walk way broken and damaged
- Benches damaged or taken away, moved to use as barricades
Auditorium, lecture theatre
- Main planning room, maps and supplies
- Beds, squatter mats
- Warm, damp, liveable
- Seats ect broken away
- Littered with plans and newspapers
- Ripped curtains
- Blocked windows
2nd floor – far end stair case
- same theme as rest of 2nd floor
- sand bags
- staircase to upper floor blocked
- windows smashed and boarded slightly
- big door broken, can see a bit of outside through holes, would be barricaded
3rd floor – far end stair case
- smashed and boarded window
- stairs to 4th floor damaged
- burst pipes? Water creates ice areas
- slippery surface sign
- damaged railings
Ground floor – far end stair case
- No escape sign
- Container type things
- Door heavily barricaded
Main room bottom floor
- Furniture used to barricade other areas
- Smashed vending machines
- Floor damaged
- Lots of bodies
- Mist
- Piles of bodies in bags
- Classroom door to outside
- Bliceicles? (Teh F**k?)
"Quaid release your mind!"
strengths......
good team worker
I'm ok
good drawer
Yeah
good modeling skill
Yeah
fast worker
No...
focused
No (not yet)
weaknesses....
slow drawer
yes
argumentative
A bit, (I don't see it as a weakness)
average modeling skill
I bit above average
mainly late to meetings
missed 1
not a team worker
lazy
yes
problems.
I get up late
Very late
I m slow getting in to work
very
I do something every week
yes, how much I do varies though
I'm easily distracted
Very easily distracted
I don't like meetings
I love the meetings
I like crisps
absolutely love em
benefits.
I get straight in to work
no
I like crisps
can't stand them!!
I obsessed with ice
I is obsessed
I work hard
depends what I'm working on
I do loads of drawing
depends what I'm drawing
I've tried to be as honest as possible, if any of disagree please let me know. Also I appreciate any criticism at any time. Half the time I will know if I'm not pulling my wait though.
good team worker
I'm ok
good drawer
Yeah
good modeling skill
Yeah
fast worker
No...
focused
No (not yet)
weaknesses....
slow drawer
yes
argumentative
A bit, (I don't see it as a weakness)
average modeling skill
I bit above average
mainly late to meetings
missed 1
not a team worker
lazy
yes
problems.
I get up late
Very late
I m slow getting in to work
very
I do something every week
yes, how much I do varies though
I'm easily distracted
Very easily distracted
I don't like meetings
I love the meetings
I like crisps
absolutely love em
benefits.
I get straight in to work
no
I like crisps
can't stand them!!
I obsessed with ice
I is obsessed
I work hard
depends what I'm working on
I do loads of drawing
depends what I'm drawing
I've tried to be as honest as possible, if any of disagree please let me know. Also I appreciate any criticism at any time. Half the time I will know if I'm not pulling my wait though.
Don't like it? Tough.
Strengths,
- Reasonable at modelling
- Will work till stupid o'clock to get things done
- Happy to try my hand at anything
- Reasonable at photoshop
Weaknesses,
- Forever late in the morning
- Not brilliant at drawing on paper
- Can be overly loud
- Overly stubborn
Benefits,
- Will get work done on time
- Hard Drive can fit whatever we need on it
- Will follow resonable requests
Problems,
- Mornings
- Reasonable at modelling
- Will work till stupid o'clock to get things done
- Happy to try my hand at anything
- Reasonable at photoshop
Weaknesses,
- Forever late in the morning
- Not brilliant at drawing on paper
- Can be overly loud
- Overly stubborn
Benefits,
- Will get work done on time
- Hard Drive can fit whatever we need on it
- Will follow resonable requests
Problems,
- Mornings
Sunday, 20 January 2008
Love me love my stink
Okies here we ghoooo0000
Strengths,
- Pretty adept at modelling
- Know mudbox/Zbrush and the work flow that comes with them
- know how to use the ins and outs of the unreal engine
- Good at photoshop
-Realist
-Pick up anything technical pretty quickly
Weaknesses,
-Trouble relaying information to people
-Average at drawing
-Intolerant to loud people
-Try to do too much stuff at once
Benefits,
-Live with Megan & Dave - Dave has a printer!
-Lappy can run the editor without any problems
-Focused on my job
Problems,
-Its always too cold
Strengths,
- Pretty adept at modelling
- Know mudbox/Zbrush and the work flow that comes with them
- know how to use the ins and outs of the unreal engine
- Good at photoshop
-Realist
-Pick up anything technical pretty quickly
Weaknesses,
-Trouble relaying information to people
-Average at drawing
-Intolerant to loud people
-Try to do too much stuff at once
Benefits,
-Live with Megan & Dave - Dave has a printer!
-Lappy can run the editor without any problems
-Focused on my job
Problems,
-Its always too cold
remember...who u r!!
basically i would like everyone to do this because this is stuff i will need to know and stuff everyone else will need to know, I would like to asses all your strengths, weaknesses, problems and benefits.
I'll give u a brake down of it.....
strengths......
good team worker
good drawer
good modeling skill
fast worker
focused
weaknesses....
slow drawer
argumentative
average modeling skill
mainly late to meetings
no a team worker
lazy
problems.
I get up late
I m slow getting in to work
I do something every week
I easily distracted
I don't like meetings
I like crisps
benefits.
I get straight in to work
I like crisps
I obsessed with ice
I work hard
I do loads of drawing
I mean that you guys know yourself so basically i would like everyone to do this and try and fill it to the best of your ability and knowledge.
I'll give u a brake down of it.....
strengths......
good team worker
good drawer
good modeling skill
fast worker
focused
weaknesses....
slow drawer
argumentative
average modeling skill
mainly late to meetings
no a team worker
lazy
problems.
I get up late
I m slow getting in to work
I do something every week
I easily distracted
I don't like meetings
I like crisps
benefits.
I get straight in to work
I like crisps
I obsessed with ice
I work hard
I do loads of drawing
I mean that you guys know yourself so basically i would like everyone to do this and try and fill it to the best of your ability and knowledge.
Saturday, 19 January 2008
please read
Hey i just noticed the blog has been set to private i think this is a pretty bad idea for several reasons -
1. Powell ultimately has to see what were doing, if he can't check this blog he doesn't know what were doing and were gonna get crap grades because of it
2. All the other teams have a free flow of information between each other, by isolating ourselves like this we leave ourselves at a disadvantage to information
3.People have to know what were up to and what progress were making if we don't make a song and dance about it it were gonna look like were constantly trailing behind
4.Any other groups/Powell won't acknowledge the stuff we've done if we don't show them
5.Being secretive like this creates tension not competitiveness
6.Its too late now for people to see our ideas and the copy them - even if they do having a freely viewable blog means people can see we came up with whatever idea first
7.If for whatever reason something monumental fucks up the other groups are gonna be less inclined to help us
1. Powell ultimately has to see what were doing, if he can't check this blog he doesn't know what were doing and were gonna get crap grades because of it
2. All the other teams have a free flow of information between each other, by isolating ourselves like this we leave ourselves at a disadvantage to information
3.People have to know what were up to and what progress were making if we don't make a song and dance about it it were gonna look like were constantly trailing behind
4.Any other groups/Powell won't acknowledge the stuff we've done if we don't show them
5.Being secretive like this creates tension not competitiveness
6.Its too late now for people to see our ideas and the copy them - even if they do having a freely viewable blog means people can see we came up with whatever idea first
7.If for whatever reason something monumental fucks up the other groups are gonna be less inclined to help us
Friday, 18 January 2008
Physics props

Okies i've turned my testbed head into a physics object i can shoot around the room - you can do this with all the models but obviously the higher the polycount the more complex the collision box will have to be.
Was thinking this could be used for small stuff, like cups or something i really don't want to have to create complex collapsing ice sculptures or anything
Ice 2
gah coooobes!
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