Friday, April 24, 2009

Michael Bastiaens -Friday 24th April

"Captains Log 24/4/09"
This week was spent working on the Grunt. I managed to get through the scuplting process as well as texturing and then went ahead and made the different weapons for the grunt which are the Short Range Gun arm, Mid range Gun arm, Long range Sniper Arm and the Rocket Launcher arm all of which have been normal mapped and textured as well. Some nights were long but were by for enjoyable to say the least with the few of us that did stay those extra few hours. In any case theres a whole bunch of images so without further a do.... here they are.
Usually Id explain what the images are but this blog is so frustrating when you put in so many images so Ill just let you all bask in the art and take it all in XD... Until next week take care all

Jason - Shotgun

This week i have been texturing the shotgun, this proved to be quite a challange due to the guns being made by nano bots an idea for a look was hard to decide

Also the fact that since the weapon is made on the spot by the nano-bots it would therfore have not recivied any damage or grunge but im quite happy with the final result, i just need to get the shader all setup and try to get the normal maps working correctly in Gamebryo.


Tim Bewick - Week 16

This week I worked on the death camera for the avatar, rendering the third person model for the avatar while using the death camera, making the avatar become incapacitated and die, and regenerating the avatar's health.

You Can Harvest This Corpse

Wednesday, April 22, 2009

Tuesday, April 21, 2009

Tim Bewick - Week 15

During week 14 I made the weapon selector, made the third person avatar able to dynamically blend between aim up, down and forwards animations by interpolating the weights of the animations, made the camera rotate and move when the avatar leans and enabled the weapon overheating.

Monday, April 20, 2009

Art Update ! -1st Lieutenant

For last week I finished detailing the 1st Lieutenant and will start baking the Normal Maps and AO for both characters (Scientist and 1st Lieutenant), aside from that I've also helped Tim with the weapon inventory based on the design created by Jason. Cheers!






Sunday, April 19, 2009

Two more until Alpha

What a week!!

Things are actually starting to come together, its awesome. There is still a lot of work to do though. I think the idea of eliminating that feature freeze a week before alpha is probably the best idea to come up yet...Thank you James for that one!!!

That will give us an extra week to get every last little feature into the game. Then we can spend the majority of the Beta period, fixing and integrating them as well as a little polishing hopefully.

Friday, April 17, 2009

Phew, where did my week go?

This week has gone by so quickly! As the team nears closer and closer towards the alpha milestone, features are quickly beginning to get added to the game. I must say, things are looking quite good. We were lucky enough to have James from Sidhe in again. For all you budding game designers out there, James offered some great advice.

1. Make sure that when designing a game, have a FOCUSED idea of what is going to happen. This should be based almost entirely on the "gamer experience." This will help prioritize goals and features for the game.
2. Introduce the player to the important elements of the game gradually. The player experience should be enough to keep the player interested without boring them or overwhelming them.
3. The first ten minutes are critical. If the player is not hooked by then, then their is something wrong with the current design. It's better to have a game with a polished ten minutes of good solid play, than a game that is half-assed that lasts one hour.

These tips have come in handy this week, and with James's help, we were able to draft up a sample playthrough. As with all projects, the initial design can sometimes become inapplicable as the project evolves hence the need for a different sample play through description. Keep posted for how our game develops.

Blake - Week 14

Been doing a lot of asset upgrading, i think their starting to look pretty ok





Michael Bastiaens -Friday 17th April

"Captains Log 17/4/09"

Its another week done and another week closer to our alpha milestone. As with the approach of most deadlines people tend to start working longer and harder around the class and more and more of the game is starting to take shape. This week I started by finishing off the sniper rifle for First person and have completed the first person cage for the machine gun and was about to start creating the normal maps for the object but I was then informed that I was going to take over finishing off the Grunt. Although it was not totally unexpected that I would be working on it, it did mean I had to take a pause from working on the weapons but heck getting to work on the grunt and getting back to Zbrush and Photoshop is a welcome change. So without further delay... here are the latest images of this weeks work.
First up is the First Person Sniper Rifle with the normal map applied to it.
This next image shows the wireframe on top of the Machine Gun weapon for the first person camera angle. All that was left for this to be completed was the process of transfering maps from the high res model on this current model.

These last few pictures show the screenshots of the current Grunt Sculpt in Zbrush. At the moment I am now dropping base colours onto the model so I can then work on them easier inside of photoshop. I did make one mistake in this process in which I forgot to unwrap the low poly model before importing it into Zbrush which is that much of a problem it just means I need to take the extra step of importing the high res models into Maya and then transfering maps or mixing it up with a little X-Normal depending on the results of the normal maps.

Well thats all from me for this week. Next week ill be continuing to work on the Grunt and should be getting out a colour map all sorted out by next week and depending on how much Maya will crash on me I might get out a normal mapped version of the Grunt as well. So until next time....

-Michael

pretty extracts



Jason - No idea what week were into now - Shotgun!

For most of last week and this week i have been working on the shotgun pass-1 and pass-2 and am pleased that the modeling has been finished, alot of the shotgun was organic which isnt my strongest modelling point.


This shotgun is my second complete model because i didnt feel the previous one was upto standard, next week ill begin unwrapping, and texturing.


Unfortinutly alot of my enviroments that needed to be fixed i have only just managed to get around to exporting today, after the update to gamebryo 2.6 my whole maya-gamebryo plug in died and the machine required a wipe and reinstall, which sadly took I.T over a week to get it done, which held up asset exportion but all is good now, and pass 2 of all enviroment assets is complete.


Shotgun:

Tuesday, April 14, 2009

Yes, We can research now!!!

So as the title so abruptly suggests, we can research new weapons nows, I got that a few hours ago. I would have posted a movie but unfortunately it still needs some tender love and care from an artist to make it look pretty. It displays a nifty tool tip though!!!

Tim Bewick - Week 14

This week we moved from Gamebryo 2.5 to Gamebryo 2.6. There had been a few changes to the way animations worked and I converted our code to work with the way Gamebryo 2.6 does it now. I also worked on the game's tool tips and I got the nano-bot bar in the HUD to show the amount of nano-bots the player has. Now I am working on getting the avatar to die properly.

Thursday, April 9, 2009

Michael -Thursady 9th April

"Captains Log 9/4/09"

First week back from our holidays so it was time to kick the holiday habits and get down to some serious work. This week I was continuing with the weapons and managed to finish modelling and normal mapping the remaining weapons ive been assigned to for the third person views and have started moving onto the first person guns now. The normal maps still need tweaking in photoshop but thats a task ill be doing later on. Also there seems to be a hint going on that I might be moving onto the grunt as well which would be all good in any case. Now for the pictures XD
First up is an image of the high poly and low poly rocket launcher with wireframes. The image following that is the normal mapped rocket launcher with untouched normals. They still need tweaking in photoshop before I feel satisfied with them.
Next up is the High Poly and Low poly sniper rifles. The image after that is the normal mapped third person rifle and the very last image the start of the first person sniper rifle model.


Well now its the end of the week since we get another short break due to Easter but after that ill be working on the first person models and I might be assigned to do the Grunt so until my next post take care everyone and everything!
-Michael

Wednesday, April 8, 2009

speaking in first perosn



progress update on the mine layer



the firstperson camera rig setup

Tuesday, April 7, 2009

Art Update !

Here's the initial sculpt of the Scientist, originally I should be detailing the Grunt last week but since Mike like to do it then I decided to give it (I'm generous). Anyway here's the Scientist and for this week I'll start the initial sculpt of the 1st Lieutenant so watch this space =D







Cheers =)