Sunday 19 January 2014

Block painted buildings - Scott

Below are my building designs, their UV's and their texture in Photoshop. My skills as a texture artist didn't quite match up in my opinion to the other designs Dan had completed, so i went back over them but couldn't get them to look good enough before they were needed to be put in so the scene could continue, so i completed the buildings with a block colouring which i can redo over while the buildings are at least put into the scene.










The above building is what my original textures looked like.


Friday 17 January 2014

Boost Bar HUD

A design for the boost bar of our character that allows them to run faster for 3 seconds and then slowly builds up again. - James Penhallurick

UDK Climbing System



An idea of the sort of flow we can go with later in our game, a quick climbing mechanic that doesn't interrupt the pace too much.

Thursday 16 January 2014

Gantt Chart


Working on the groups presentation

Presentation behind schedule because it was started later then expected cause all group members were working on other parts of the project. I'll give everyone a copy of what i got so far, to take home over the weekend and work on it. On Monday i'll take what everyone has done and put it into one presentation.  - Taz

Tuesday 14 January 2014


Very basic texture for our character to get the base colour down and make sure UV space was working correctly. Hands and arms have been scaled up slightly to make more anatomical sense.

Sunday 12 January 2014

Mechanics Crouch and Jump

Crouching

Jumping

Posted by Mike Rodrigues de Melo

Mixamo Test 2



Second test to make sure knee and elbow joints move correctly

Mixamo Test 1



A test of the character rigged on mixamo.com to see if it will deform correctly when animated.

Areas of concern in this video are the shoulders and wrists due to the mesh not being combined yet, this issue should be revolved when it is combined and the edges are extruded into the torso to reduce holes in the mesh.
A couple of sketches to get a better flow in our level. Assets can be moved around and relocated to fit a design that will show off the running, jumping and ducking aspects of our game, and showing off the USP of a quick level flow.

Obstacles have been incorporated so that they are more intense as the player progresses through the level.

Group will meet on Monday to go over how to tackle the mechanics aspect of our level

James Penhallurick



Testing out the UV unwrap with a simple checkerboard pattern, any stretching has been addressed and seams have been kept to a minimum - James Penhallurick

Saturday 4 January 2014