Ok team blice, these are the assets that have been choosen. Everyone has to complete these assets for 13th of February (Wednesday).
The process that we will go through to create these assets will be as followed.
A collection of concepts, references or any useful images to model the object in question will be shown to Nikki
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When Nikki approves it the asset is then modeled, unwrapped and with a block colour texture based on the colour chart. This is then passed to Carter and Ben.
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When it’s been approved you further go on to texture and complete the asset. When it’s complete it is shown to everyone for approval.
All the assets must follow the guidelines outlined in the technical spec ( it is uploaded here http://www.megaupload.com/?d=SMQJE4T2 ), otherwise they will not be accepted.
Also do not include any ice or snow in your models or textures as all of this will be added on top at a later date.
The triangle and textures limits are fairly rough, we have alot more to work with than we have before but that doesnt mean we can waste them. If you really need more talk to Ben or Carter, the lower the better really.
Ben L
- Lift
This is the lift in the first room of the queens building, we have talked about having it broken and midway between two floors. You will need to get scale reference from caters block out. This assets includes the inside of the lift shaft as it will be visible from.
triangles: 1000-5000
textures: 1024x1024 (x3 for diffuse normal and spec)
- Statue
Use the statue in the courtyard as reference but make it bent and destroyed as you see fit. You could also put something in its place such as a new statue or something fitting with the revolution theme.
triangles: 1000-5000
textures: 1024x1024 (x3 for diffuse normal and spec)
Hicks
- Vending Machines
Use the vending machines already in the queens building as refrence. Think about how they would be damaged through the process of a revolution. The more variations you can make the better because they can be used in other areas, such as barricades.
triangles: 500 -3000 per machinetextures: 1024x1024 (x3 for diffuse normal and spec) per machine
- Metal Gate
This is a main gate in the front of the courtyard. It needs to look strong, heavy and signs of battle damage ie bullet holes.
triangles: 1000-5000
textures: 1024x1024 (x3 for diffuse normal and spec)
Nikki
- Flags and Posters
We had talked about putting various flags posters and banners around the queens building. These will all need to have a unified symbol(s) to show a revolution took place. We had also talked about making them red to balance the colours in scene. Make as many variations of these assets as u think are needed. In addition you could look into making textures for graffiti.
triangles: 0-500 per itteration
textures: 512x512 (x3 for diffuse normal and spec) per itteration
- Doors
These will be based on the current existing doors but they will be broken and damaged fitting with our chosen style. Remember that any parts that include glass need to be a separate untextured asset as a shader will be applied to it later.
Here an examples.
Don’t worry about making barricades at this point as we can use other assets such as the vending machines to make them faster.
triangles: 100-2000 per door
textures: 1024x1024 (x3 for diffuse normal and spec) per door
Alex
- Bins
Use the bins that already exist in the queens building as a starting point. Make a few iterations such as a rusty bin, a bin on its side with rubbish coming out.
triangles: 100-500 per bin
textures: 512x512 (x3 for diffuse normal and spec) per bin
- Fire Extinguisher
Again use the reference that already exists, look at rust and the effects of extreme cold and damage would have on the different types of fire extinguishers. As ice may play a key part in these assets you could add it in, but don’t waste time texturing ice since it will be added in later, just make the mesh.
triangles: 100-500 per itteration
textures: 512x512 (x3 for diffuse normal and spec) per itteration
- Display Case
There are a few display cases and notice boards around the queens building. Damage them how you see fit. Remember that any parts that include glass need to be a separate untextured asset as a shader will be applied to it later. Make as many iterations as you think we will need.
triangles: 100-1500 per itteration
textures: 1024x1024 (x3 for diffuse normal and spec) per itteration
- Broken glass
There will be broken glass scattered all over the building, make a few iterations of groups of smashed glass. There is no need to texture these models as there is a glass shader in unreal.
Triangles: 10-500 depending on how much glass there is, and how big it is. Shards a few cm long should only be around 4 triangles.
Texture: shader
Joe
· Crates
Find a variety of crate and wood references before modeling this concept. Try and us photo reference if possible. Think about all the things that a group of people would bring into a building if they were to take it over. Create some with evidence of food, ammo etc. Try to not to create generic crates that appear in most games.
triangles: 100-500 per crate
textures: 512x512 (x3 for diffuse normal and spec) per bin
· News Paper
There needs to be rubbish left on the floors, look into creating your own newspaper article, there are site especially made to do this sort of thing. This will give the player a hint of the story. Make as many meshes and texture variations as possible but remember to stick to the limits as these will be duplicated a lot.
triangles: 2-30 per itteration
textures: 256x256 (x3 for diffuse normal and spec) per itteration
· General Rubbish on the floor
Such as Crisp packets, chocolate bar wrapper, bits of wire (like to ones found in the factory.) and bullet shells. Remember to keep the rubbish pretty low poly since they will be very small.
triangles: 10-50 per itteration
textures: 128x128 (x3 for diffuse normal and spec) per itteration
· Cone
Look at generic cones, make a few iterations of cones bent or evidence of them looking old.
triangles: 50-500 per itteration
textures: 512x512 (x3 for diffuse normal and spec) per itteration
Dale
- Stairs
-Railings
Create as many iterations of stairs possible. Think about scale and using the block out supplied by Carter. Also look deep into rusting on pipes and how to accurately damage the stairs and still make them possible to walk up. Also include one set of stairs that is twist to block the player of from a certain area. For the railings try to create many different types that can all join together to make one, like building blocks or assembling a train track.
triangles: 1500-2000 per staircase, 200-1000 per railing segment
textures: 1024x1024 (x3 for diffuse normal and spec) per staircase, 512x512 (x3 for diffuse normal and spec) per railing segment
- Seats
Look at the existing chairs in the
triangles: 100-1000 per itteration
textures: 1024x1024 (x3 for diffuse normal and spec) per itteration
- Circular Windows
Create loads of versions of the circular windows; make them all as varied as possible. Some windows will have boarded up sections in different places, smashed windows and a dirty outline to the window.
triangles: 200-2000 per itteration
textures: 1024x1024 (x3 for diffuse normal and spec) per itteration
Carte
- Walls and Floor
For the walls I really want them to look the dirtiest and scummiest as possible. Here are some references pictures taken from the factory, these pictures pretty much depict how the idea looks.
- Other Windows
triangles: 200-2000 per itteration
textures: 1024x1024 (x3 for diffuse normal and spec) per itteration
Ben W
- Walkway
Be sure to make the walkway matches the railings on the stairs. Create different iterations so we can discuss which one suits the most.
- Debris (Including parts of collapsed chimney)
Create as much debris as you feel comfortable. If you feel confident on creating you’re original concept of the broken chimney I strongly advise you follow it through. Think about positioning of the debris, make sure the debris doesn’t conflict with the areas the player walks.
Communication is absolutely needed to keep everyone constantly on track. I will contact everyone everyday to see if everyone’s work is on the right track. Also (if you haven’t already) please sign up to Painter, it will be a brilliant way for us all to discuss our work at home. To conclude as I mentioned earlier I will in the labs

1 comment:
thanks for the post man but whats the tri count on our objects....!!!!!!!!!!
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