Showing posts with label UDK. Show all posts
Showing posts with label UDK. Show all posts

Thursday, 7 June 2012

2nd Year grades

This post doesn't have any work unfortunately, been busy getting ready for the move back home and spending time with friends after an awesome year.

I got my grades back for the major project (the UDK game I have been waffling on about for the past few months) and it was good news! I managed to get score 72 giving me a 1st! Adding that to the 63 I got for pre production it averages out at about 69.75 by my calculations which will hopefully be rounded up to a 1st and then overall I should come out with about 65 or 66 which is a nice solid 2:1 which I can fall back on next year if anything goes wrong which is handy.

My critical studies and visual forms grades let me down, getting a 60 and a 57 respectively, but my minor project came out as a 65, so about my average and my major project and my advanced tech project came out as 70 and 71. So overall it worked out pretty well, just need to work on the side projects a bit more, especially seeing as the dissertation next year counts for a big chunk of the marks.

But overall it is looking good, the Major 3rd year project will be very similar to my 2nd year major project in that we will be making a game in a game engine (Unity this time) and I'll be producing art and working in the game engine. This year though we have a much bigger team and will be able to do much much more and I wont have to spread my work thinly to try and get everything done as I did this year, so I'll hopefully score even higher (fingers crossed).

I'm really going to try for a 1st next year, I know most people, if not all, will be thinking exactly the same but I have definitely proven I can do it when I really put my mind to it and as long as I pull up the marks in my dissertation I believe I can do it. If I can leave uni with a 1st and recommendations from tutors it would help so much trying to find a job in such a difficult market. And who knows, we might even get a Glammies nomination next year and catch the eyes of some industry people... but thats some time away yet.

So get ready 3rd year! I'm coming for you!

Sunday, 20 May 2012

and rest...

Finally... major project has been handed in. It's been fun and a brilliant learning experience that has set me up for next years project and I'm kinda sad it's over. But now I have this thing called free time, I don't know if you've heard of it or not, its quite enjoyable.

For now all I have to do is make an industry standard showreel by tomorrow evening in preparation for this years Glammies in case we get a nomination, not going to happen but making the show reel should be a decent experience so I'm not complaining.

During this free time I'm going to start working on my 3rd year project to get a nice big head start so there is less stress and more time for polish. We've already gathered our group together and we are having a meeting tomorrow after the showreel hand in to get everything sorted out and come up with our initial idea so we can dish out the work and get going. Also over summer I'll be working on a few of my personal projects just to improve my work and keep me busy. For one I would like to take someone's concept images and model a character based on them, this is a test as I feel many of my models and textures are lacking and this is probably due to my pre production, so I will test this theory and see what happens...

But enough about theoretical futures... here is the course showreel I handed in for my major project.



Credit also goes to Matt Watson and Hollie Sheppard who provided some of the Ogre animations and to Joe Hornsby who created Ogre animations as well as setting up all of the UDK stuff for characters and animations and helped to set up the weapons and game.

Tuesday, 15 May 2012

FMX and Stuttgart

Hey everyone, it's been a week or so since my last post and that is because I have been in Germany for the FMX festival in Stuttgart. It was an amazing trip, a great laugh and really interesting, hopefully I will be able to make it again next year, money permitting, and I will be able to show my work off to industry professionals.

There was some really interesting talks I went to see, and many that I didn't get to make, the highlights included Building Creatures at Weta, the many John Carter talks about creatures and environments, Animating Reptiles presented by Stuart Sumida and the Mass Effect 3 Tech Art.

Manning the University of Glamorgan stall was also fun, I got to meet some really interesting people from many backgrounds and had a good few conversations with people, and while I wasn't talking to people I was either talking to other people manning the stall with me or spending it looking up information on unity for next years project.

But back to major project...I didn't get any work done over the FMX week as I didn't take it with me, I thought it would be too much hassle taking it there and back and I wasn't going to get much work done anyway, but that obviously adds much more stress on this final week, and I have plenty to do for the Friday submittal.

Since the last post I fixed the problem with the club mesh flashing, I only had to make a physics asset for some unknown reason but trying to find a solution to this took quite a while, but I made it and then wrote some script to reference the physics asset so that works now.

I have also been working on the textures for lots of the models after the 1st submittal feedback, I have pretty much started the club and crossbow textures from scratch, in some cases I think this worked but in other cases it has made it quite awkward to work such as changing the firing mechanism of the crossbow from wood to metal.

No pretty pictures this time I'm afraid, no time to work on that, but will be posting some of my turnarounds and screencaps on here as I create them for submittal

Saturday, 5 May 2012

2 weeks to go....

And only one week of work time left...

Scary thought...

So the deadline is now 13 days away, and about 6 of them days are taken up with my FMX trip to Germany, so realistically I have 7 days left of work left on the project that I feel like I've been working on for years

The project is nearing an end (both in terms of the deadline and the production process) and I feel we've come quite far in the last 13 weeks, but I don't want to mess it up at the end so working hats on for double crunch time

Since the last post I had my feedback for the 1st submittal and while most of my work was not viewable due to an error with the video (most likely my fault during the rendering) I was able to get some really good, in depth feedback on my work, a lot of which was done over Easter which none of the tutors have seen yet. So it was nice to get a fresh view from them and it has opened my eyes to the errors of my work.

The feedback mostly consisted of my models being modelled too perfectly, with too many straight lines and everything looking like it was made in a factory, which is a very good point now I look at it as these are items made by Mongolian warriors and Ogres...

To remedy this I have gone back and edited a few of the models by only shifting around points so that I dont destroy the UV unwraps. This limits me a bit to the changes I can make but it also saves a lot of time, and time is something we don't have much of at this stage.

Here is the reworked campfire and weapon pickup points:




I also edited the UV unwraps and re-textured and viewport canvased it to get rid of the huge horrible seams it had on it.

And I have made the post on which the banner stands less straight, although I could not do too much with this as there were only a few edge loops on that part of the model:



It's a small change but I think it helps.

Another recurring theme in my feedback was that the colours were very flat, they sometimes had lighter and darker areas but they were all the same hue. This is another thing that I never noticed until it was pointed out to me, then it became obvious. So that is the other major change I am going to make over the next couple of weeks.

I have also added some more war paint to the Ogre. I was going to leave the paint as it was so it was more subtle than overpowering but because we can no longer make the teams into Mongolians and Ogres (due to me and Joe not fully understanding how to achieve this while also getting it to load my scripts) we are using the war paint as a team signifier. So Ogres on the red team have red war paint, and Ogres on the blue team have blue war paint.

On the same note the green cloth of the male Mongolian I modelled has now be changed to red and blue respectively. It is not the ideal scenario but as a quick and easy solution at the end of the assignment I think it works quite well.

Overall thought the feedback was good, I was told I had everything finished more or less, so I had nothing too big to worry about from now on, I just need to edit textures and models to make them look better and score extra marks, so that was encouraging to hear. And in terms of scripting and the like, I think I only need to find a way to remove the link gun on spawn and I will have finished messing with it and will leave it so I don't monumentally break everything in the last few days

On a side note, I just compiled my digital sketchbook for my Visual Forms hand it which is not until the 8th (or something near there) but I have had to complete it early as I will be in Germany then. I would have handed it in but the tutors still haven't put up a digital dropbox for them so I have handed them to Jess and she has agreed to submit them for me :)




Wednesday, 2 May 2012

Deadline No.1 Complete

So the first submittal has been handed in, and we get feedback on that on Friday... Hopefully it will be positive. Feedback from tutors since I have got back seemed to have gone well, but when the submittal is mostly concentrated on individual models rather than the game as a whole I fear it may fall short...

Most of my models have been quick and not particularly detailed, with many textures still needing to be completed so they may look unimpressive on their own, I also paid more attention to how the models and textures look in UDK rather than 3DS Max so they look slightly different, shouldn't be a problem though

I haven't got much more in the way of major project done since the last post, mostly been working on Visual Studies which needs to be submitted before I head of to Germany on Monday

We managed to get the Ogres and Mongolians I made and the female Mongolian Joe made and set up into the game on my level and with my script for weapons and everything working, so we had a semi-completed game running in time for the first submittal and we managed to get some screen recordings done to be submitted so the tutors can see everything is working fine rather than just having a load of assets

I have also managed to locate the code that was overriding the material for the flag base. So that's all sorted. Nothing major but a nice little find for me to get the ball rolling on sorting out the flag base.

On a side note, I'm heading of to Germany on Monday to go to the FMX animation festival in Stuttgart. I cannot wait for this, it's going to be awesome! My first time in Germany and my first animation festival, and there is so much there to see. Glamorgan University also has a stall set up there advertising the course and the work of it's students, and I will have to man the stand from time to time. Although it means I may miss out of seeing a thing or two I don't mind as I think it will be interesting to meet new people and talk about the course.

This does mean I lose a week of major project...which is a pain...but I feel I'm in a comfortable position with it as I've gotten loads of work done in the past few weeks so I hopefully wont get hit to hard taking a week off.

Sunday, 29 April 2012

Almost 1st submittal time...

So tomorrow I have the first submittal deadline at 6:30pm so I have been rendering turnarounds like nobody's business...there are a LOT of turnarounds...

But as for work it's gone quite well over the last few days, I got the crossbow to face the right way now. It wasn't to do with the coding which would explain why I couldn't see it, it was just one of the settings on the skeletal mesh editor that told it to rotate at 90 degrees for some reason.

I've also scaled the crossbow up and the club down so it is more realistic. I tried doing this before but couldn't get the sizes so change, apparently you have to rescale and then re-skin in Max before exporting again. So I just created a used a Scale variable in the code to save me time.

I got the arrow flying more realistically, although sometimes it would mess up... either travelling very slowly or seemingly not appearing. But I went back on to the net and found a different piece of code for programming projectile static meshes and customised that one to fit the crossbow and arrow. This has worked much better now and I even have it so that the arrows stick into walls and objects! It goes wrong when you kill a player as the arrow floats where it hit the player but there is a chance I wont be able to fix that in time as I wouldn't really know where to start.

Here's a video of the crossbow working correctly and the arrows sticking into the walls:


I've also set up some sound cues for the firing of the crossbow, the impact of the arrow and attacking with the club (although the club hit is really annoying and needs to be changed). I then linked them through the code so that they play at the times specified and hey presto!

I've also used kismet for the first time in this project to change the starting weapons of the characters...but this has been met with limited success so far. I tried to get it so that when a player spawns it removes the existing weapon (the link gun) and replaces it with a custom weapon (the club) but at the moment it removes everyone's weapons and only gives them a club every time a player spawns, which is annoying when your trying to use a crossbow. I'll have to look into this more but for now I'm making it so the player keeps the link gun but also gets the club, for testing it's fine as the AI prefer the club and it never runs out of ammo so they don't use the link gun, but that will need to change.

Here's a screenshot of the simple kismet I have set up:


Joe did find an error earlier with getting his code and my code to run in game, as his code is run before my code due to its placement in the config folder but it references my packages. We cannot load my packages first though as they all expand on the default UDK code.

Hopefully this wont be too much of a problem come the final submission but we may not have it working in time for the 1st submittal which is a shame, but for the first deadline I don't think we've done too badly.

Friday, 27 April 2012

3 day post streak!

This is now the 3rd day in a row where I believe I have enough work to warrant another blog post, which is great. Although I really don't think I'll be able to keep this up much longer, I'm starting to hit roadblocks now and works beginning to slow down.

Today I managed to update the flag texture somewhat. I added a bit of normal detail to the golden part as was my first intention, I did this by finding an image and then using it as a Mudbox stencil. I also wanted to add lots of cloth folds to the flag...but I didn't think it through when I upwrapped it and lay all of the flag pieces on top of each other meaning Mudbox cant render it out...ah well... lesson learned I guess.

Here's the flag now:


Its far from finished...but well...you get the picture.

I now have the crossbow firing arrows semi-correctly. The arrow mesh now points in the direction you are looking, so the arrow no longer comes out sideways, and it now travels at a more normal speed. I also rescaled the arrow so that it is more realistic compared to the crossbow and players. The problem at the moment is it has a wierd bug while flying through the air and I'm not entirely sure what's causing it. Either the mesh emitter is firing more than one mesh and it's confusing it or something is going wrong while rendering it and it's not showing correctly. I'm going to try and take a closer look at this soon by getting the AI to fire some arrows and trying to observe it from a different angle.

I would post a screenshot of the arrow going wrong but I could be here all day trying to get the timing right.

Another thing I have managed to figure out is the weird shadows being cast on the main tent. This was, as suspected, a lightmass unwrap issue. I just had to go back in and take the lightmass unwrap to more extremes and it seemed to do the trick. It took some time testing it every time I tweaked it though, as I had to rebuild the lighting in UDK which currently takes around 5 minutes.


And last but certainly not least...I managed to playtest it today, with bots running round and managed to make it a proper capture the flag game that the bots join in and play, which is great. I would love to have seen the smile on my face for the first 10 minutes of playing it until I realised I should probably actually be working. I screen recorded a video of the bots all running round playing capture the flag, the quality may not be particularly good on here but I'll be doing a better render sometime before Monday's deadline anyway.



There are no Ogres or Mongolians running around at the moment as I haven't added Joe's script files or USk packages into my UDK setup yet, but that will be easy enough to sort out, I'm just waiting for them to be completed. The weapons are not running yet either although I have re-done the script for the club now and the AI can use the weapons. (They can use the crossbow anyway, I'm yet to test the club but it's using almost identical code) I decided to leave the weapons out as they are currently firing lasers to determine impact and the club is long ranged and problems like that so I thought for the viewing it would just be better to use the UT3 weapons.

Tomorrow I will probably use most of my time trying to get the weapon scripts working how I want them too, just so I have some kind of working weapons for Monday's first submittal, but if I find I'm getting nowhere with it I'll get on with some texturing as a lot fo that still needs completing.

Thursday, 26 April 2012

Update ALL THE DAYS!

It was only yesterday that I last posted a blog entry, and already I feel I should make another. For saying I didn't start work today until around 7:30pm I got a fair amount done.

First things first, I already figured out what was wrong with the UDK viewports...well I didn't actually find out what was wrong, but I found a fix. There is a menu arrow in the corner of the viewport which you can click on, then go to show, then return it to defaults. That seemed to do the trick.

The flag is now mostly sorted out, I have the cloth physics working on it, although part of it is wrapping round so I will have to check the skinning of that later. It has very minimal textures but all of the coding for it is already complete. I have a red and a blue flag, both implemented into the game and you can pick one up and carry it to the other flag to score points, so I effectively have a capture the flag game using my own flags now.

There's not much here I can show you in pictures as its mostly code work. But I can show you a picture of the flag. The opacity map is currently in progress and that's why the flags are only partly ripped.


As a bonus to this I made a custom flag base, so that it didn't use the very sci-fi style UT3 one. It's nothing special but it's rather small in the game and wont attract too much attention so I would rather spend my time on other objects.

This is the base, modelled, unwrapped and with a base texture on it:


Then finally, as I have the script sorted for the base too I can get the flag to spawn above the base and can be picked up and used as normal. Here's a screeny:


Interestingly it tries to apply the original UT3 texture to my mesh when you actually run the game. There is probably a texture override in the code somewhere that I haven't found yet but I'm sure that wont be too much of a problem.

The flag also sits at a 90 degree angle to the base, which in itself isn't too much of a problem but when a player picks the flag up it partly hangs in front of their face, which is annoying to say the least... but that will be a simple changing of co-ordinates in the code...I'm hoping...

Either way I seem to be getting the hang of the code now, and I'm able to edit it fairly fast without too much trouble. I feel like I could do anything with it at the moment, but then I keep looking at the weapon scripts and thinking maybe not... but we shall see...

As a final bonus though...


0 Errors and 0 Warnings! I've not seen that since I first started up UDK and now I'm managing to keep it this way, which is awesome.



Wednesday, 25 April 2012

I'm losing track on what's new now...

Its been around a week and a half since my last post... how bad of me...

Anyway, a few of the days of were spent on getting my essay done for contextual studies, I wrote it on the difference between Western and Eastern game titles and why they differ. It was quite a fun essay to write and research but I had some trouble getting quotes for it...I was pretty pleased with what I managed in the end though...probably one of my better essays...hopefully...

As the title suggests, I'm flicking between bits of work all over the place at the moment, trying to get everything finished of at least in a workable state before the 1st submittal this Friday... I highly doubt everything will be working as I want by then, as the weapon script is proving more difficult than I anticipated...but hopefully by the time the final submittal roles round they should be working...

I'm saying hopefully a lot, that probably isn't good...

But on to work!

I've solved the wall lighting issue where a seam would appear about 3/4 of the way up the mesh and it didn't seem to show on any texture maps. It was just a smoothing groups issue...the amount of times that catches me out... but that's all sorted now, and I even went back and made a slight improvements to the wall while I was there.

I got around the issue of not being able to fire inside the cave as I was using 2 landscapes to make the holes for the cave, as you cant make holes in the landscape as its still in early development. To get around this I just made a quick mesh in 3DS Max and then stole the UDK texture I was using on the other cliffs. It's by no means ideal and it still needs work, but it proved to be a fairly simple, quick fix so I'm not complaining.




I have rescripted the crossbow weapon using the UT3 shock rifle files and adjusting the code. I'm not going to post it all here because it is really long and in 5 or so separate files. But basically I have the weapon in UDK and you can fire it. Although at the moment the crossbow is held sideways, it shoots giant arrows that don't face the right way and lasers shoot out of it and explode people...so yeah, not finalised yet. But I know how to solve most of them problems, or can at least work it out, the only thing I'm unsure about it the mesh emitter which is used to fire the arrows...but if worst comes to worst I can just use a particle emitter and try to make it look like a fast arrow.

Here's the crossbow being held wrong:


Here's the arrow not flying correctly:


As an added weapon bonus, I have the club pickup working, kinda... It's rotating above the pickup point fine, but I think the scale is too big and the pivot is just too high so when he holds it you can only make out the bottom of the handle, but that should be an easy change now that I have it working in game.



I've also made a flag tonight, working from since I left Uni and went shopping, I have managed to model, unwrap and skin a flag that will replace the default UT3 flag. It is 1144 polys, so that works out at 2288 tris in UDK. I have only got base textures on the flag at the moment, but I have a red and blue flag made on the same texture map so the team colours will work. I have not yet set up the physics and cloth on the flag yet so it is only static, but it should flow like the banners do on my environment.



I've made the game a Capture the Flag game mode now...but that only involves changing the prefix to the map name, but I have the flag capture points in now, so it's a playable CTF game!

Hmm, other things I have done...I have tweaked little bits of textures here and there, adding a few spots of mud or rips to the materials. But nothing too major there. Oh, and I made some blocking volumes to keep players for getting out of the level, it is a bit of a cheap way of keeping them in, but it saves no end of time play testing all the ways someone could escape from the map and then tweaking the map again so I'm not complaining.

An interesting error I have come across, which is almost 100% a user error not a program error, is that I have seemed to hide all of the textures and materials as well as deleting and not showing new actor classes. I have tried flicking it though all the different viewing modes but cant seem to figure it out, which is interesting...Luckily it's not just my map, the base UDK ones are like it too and the textures load when you play it, so I hopefully haven't horribly destroyed it a few days before 1st submission...


Makes it look snowy which is cool, but if anyone knows what has caused this could you just drop me a message with a fix? I'm sure I'll figure it out soon enough but any time saved on this project is a massive help. Maybe I only need a computer restart or something...but hopefully it wont stick around and be a problem...

I just managed to get no errors or warnings while compiling the UDK scripts...so that's a nice little personal victory for me

I was writing this blog as I was working on my other screen and I'm just gob smacked at how fast I'm working at the moment, I cant keep up blogging with everything that's getting done, and that's a really good feeling

/Superlongblogpost

Sunday, 15 April 2012

Caves and Script Changes

It's not been as long as usual since my last update but I'm going to try and update more often in smaller bites for the next few weeks as we're coming to the end of the project and there will be lots of changes and rushing about to come in the future, so here goes...

Possibly the biggest change I have made since the last update is texturing the cave. I have made a very quick diffuse map and quickly gone over it in Mudbox. I still need to improve it quite a bit but for how quick it was to make I think the results have turned out well.

There were a few problems with the unwrapping though, and that has continued to be a pain throughout the texturing of the cave, there are quite a few seams and they don't seem to be connecting well with the normal maps taken out of Mudbox. I seem to remember reading about a fix to this but to save time searching I manually went in with viewport canvas in 3DS Max to fill in the seams of the diffuse and normal maps.

I do intend to expand on this texture, adding unique parts to it in different rooms such as scratches or cave paintings, but that will most likely be a tweaking thing towards the end of the project. Here it is as it stands now though.



The cave itself was around 800 polys but I was getting some big smoothing issues, I applied meshsmooth to it which brought it up to around 3500 polys and I liked the result, plus it fixed my smoothing issues so I decided to keep it. The game still runs at about 33FPS while inside the cave as opposed to around 28FPS outside so the extra polys can be spared.

I have also added a few more of the rocks from outside in the cave to build on the walls as I intended to only build the outline of the cave in Max and then improve on it my adding rocks in UDK. Also doing it this way saves on memory as the rocks are already instanced in the scene so they do not take up as much memory as a brand new mesh.

I also thought that I would post the script for the weapons on here which I did a few weeks back incase anyone is interested in that or can point out any of the errors. I have them recognising the mesh in the game and have them doing damage when 'firing' but I have not yet set up the animations as I don't have them yet, and the meshes don't sit right in the 1st and 3rd person perspectives so I need to tweak the code to get them to sit right.

Here are the 2 files used to make the club work:



Here are the 2 that make the crossbow work:



And here is the bit of code that I changed in the script for the weapon pick up to change the static mesh to the one I have made:


All of the code there was taken from Epic's official UDK help pages at UDN and then edited to pick up my skeletal meshes and to have the amount of ammo and do the amount of damage ect that I want it to do in my game.

I have commented out (text in green) the animation sections for now as I don't have the animation files but I will fix them as soon as possible.

I intend to get the weapons working correctly in the next couple of weeks before the 1st submittal deadline, although that will probably be without the animations. Hopefully I can get that done and we will have a finished looking game ready to show by then, even if it will need quite a bit of tweaking.

So much for shorter blog posts....


Thursday, 12 April 2012

It's starting to come together!

Been just over a week since the last update, kept meaning to do it but I never had the time. But I do now!

So where to start...lets have a screenshot of the environment so far


Its looking pretty good now... If I do say so myself... better than I could see it being a few weeks ago anyway. The biggest change since last time must be the cave, it's only a model at the moment and its in the stage of unwrapping (which is being a pain) but I will hopefully have that mudboxed and textured soon.

As the landscaping tools I used in UDK are still in their infancy it does not yet have the ability it but holes in it for the cave, so I have made a second landscape over the top of it, although this comes with a few problems...firstly the shadows seem to be messing up on the hills, not entirely sure why. Secondly when stood underneath the 2nd landscape all bullets seem to disappear...

The trees and rocks that have been added are just UDK base meshes that I'm using as I don't have the time to model all of the rocks and foliage as well as everything else. I did have to make a collision mesh for one of the trees and all the rocks but they only took a short amount of time.

There's banners outside the Mongol camp and the Ogre cave now. I didn't intend to make them in pre production but I was getting a lot of feedback saying the environment needed more colour so it seemed like a fun way to add a bit of variety.

There is also some torches in the scene now, although they have only been very basically textured. They have the same fire effect as the campfire that have just been scaled down slightly.

Anyway, enough of the text, more pictures are needed! This is a picture of the banner that's outside the Mongol camp, it is a skeletal mesh meaning it can be animated, and its using cloth physics on the flag, I was going to record a video of it flapping in the wind but it's not screen recording very well...either way it works...


And here is the one outside the Ogre cave:



As a side note the textures have been updated since these screenshots and I have used an opacity map to give it a frayed and damaged look.

Up next is the torch:


Like I said, the cave and the torches are not properly textured yet, but you get the point. The firs is above the torches and a separate light just in front of the mesh gives the cave its lighting. When I tried to add some of the lights on the torches in the Mongol camp it broke the world lighting so I will probably leave them as unlit torches, but the ones in the cave work and they are the important ones.

Next... some puddles...



I've added a plane of water to the environment but placed it so it only leaves puddles rather than swim-able water. There are multiple puddles in the cave (you might struggle to see them but once the cave is textured they will stand out more) and a large puddle outside the cave.

Finally, and least impressively...
I gave the Ogre a bit of war paint, more to come...


But it feels like a good amount of work for a week and a half-ish and I'm still getting lots of free time while I'm home! Now I just need to start finallising everything so it looks more polished and write my critical studies essay...but it's looking good so far!

/optimism 


Tuesday, 3 April 2012

UDK Extravaganza

Been a while since the last update and a lot has changed since then. I've moved back home for the next 3 weeks over Easter, which is nice because I get to see all my family and friends and it hasn't had an impact on my work so far...instead the opposite has happened, I've been getting more work done.

For a start I have modelled and textured 2 new assets over the last 2 days, well I kinda made 2... It more one that I have cut up to make 2 to save on asset creation time. They are a campfire and a weapon pickup point, they are simple but the plan was always to keep most of the props quick and simple so I can get more assets in. They both have diffuse maps but not specular or normal maps yet, I would leave them without normal maps to save on memory but they are using the same texture file as the walls and that already has a normal map, turns out using 1 map for many objects is actually quite rewarding.

Here is the campfire with fire particle effects (stolen from UDK)


And then the weapon pickup point is simply the campfire without the wood burning.


I need to look at the script a bit more but I should be able to set it so the weapons hover above the custom pickup point as they do in UDK. While on the subject I've managed to get the weapons into the engine so you can pick them up, took a while but it turns out you need a separate package for the weapons rather than a separate group like I was using.

Here's a screenshot of the crossbow hovering over the pickup point, they still need lots of work but it's a great first step.



I have added the barrels from the minor project assignment as they fit the theme of it quite well and its a free asset to add to the project without wasting much time, and every extra prop I add will increase the effectiveness of the overall feel of it.


These barrels also have physics materials attached to them and can be knocked over and fired around, the collision mesh has also been made in a way that means it will hit the tap and stop rolling in a realistic way without having an over the top collision mesh which is great.

Also I have remade the terrain as it was much larger than I needed it to be and it was having a negative impact on the performance. It also plays better now as it doesn't take so long to walk from one end to the other. The 3rd bonus to the smaller environment is that I have less space to fill with objects which also helps the performance as there's less meshes everywhere.



Finally I have the shadows working on the landscape better, turns out there is a setting for the quality of shadows in the landscapes properties that I changed from 1 to 10 and now it has pretty pretty shadows everywhere.



Also I have been improving the ogre texture and that is almost complete now as well as beginning a model for a banner that will be in front of the Mongol camp and in front of the Ogre cave...once that has been made.

So there's plenty more to do but I it has gone very well over the past week and if this keeps up I should have everything I need working with some extras if I am lucky :)

Saturday, 24 March 2012

UDK Environment

I have started building my UDK map for the major project I am working on involving the Mongols and the Ogres. I have built the landscape using the in engine landscape creation tools and have a few static meshes in place inside the map. Most of them are unfinished or have basic textures on them but I want to get as much into the engine as possible so I know its all there and working. Also the lighting not sorted out correctly...hence the weird shadows on the objects and ground...should be fixed soon tho.

I have bots able to run around in it but there are not pathing nodes at the moment so they don't really know what to do other than run towards me or the weapon pickup. I've managed to bake it and turn it into an installable .exe so I can transfer it around which will be useful at the end.

As I'm in charge of the weapon set-up as well I have been looking at getting weapons working in the map too, I have the weapon pickup factory selecting my club, and it hits them when at close range, the problem is I cannot get the coding to recognise the club mesh so it is currently invisible. I'm going to look into this more when I have finished the mesh and rigged it up correctly, hopefully I will be able to get it to work then.

I was going to upload a video running around in the map but blogger doesn't seem to want to upload it, so I'll provide screenshots instead.






I have also been doing work modelling and texturing other objects in the scene but no major changes there, I have been spending most of my time working on my Visual Forms presentation and essay as well as my Critical Studies essay so Major Project has been put to once side somewhat, but I will be working none stop on it soon.

Monday, 12 March 2012

A Small Update

Not a huge amount to report on this time round, work seems to be slowing down and I need to try and get into the swing of things again. The texturing of the Ogre has been something I have been working on for quite a while but I don't seem to be getting very far with it, so I'm going to leave it for a moment and come back to it later with a fresh mind.

Here is the latest update of the Ogre:


I've gotten the basic map blocked out in UDK and managed to set up the texture painting so I can easily replace any textures I need to, such as the grass being clearly tiled.


The only other work I've got done since the last update has been more drawings. I'm going to be updating with drawings every time I post because I'm doing it every day and it should keep me motivated to keep drawing to update here.

But here's the most recent drawings:








Sunday, 26 February 2012

More Ogres and Crossbows

Just a quick update on where the models are, not a huge difference as I have been working on my critical studies and visual forms but slowly battling through the work

Once the Ogre is done I can hand that over to Joe Hornsby to rig and get it into UDK and then him and Matt Watson can animate it.

Then when I have that and the crossbow done I can start looking at weapon set ups in UDK which look fairly complex so I want to get that done earlier on in the assignment to make sure I can do it.

Finally I have been playing with the UDK and the landscape tool which is a great tool used to easily make outdoor environments that seems quite easy to use.

Here's the most recent Ogre turnaround...


And I finished modelling and have just started texturing the crossbows, although the texturing is still in a very early state...


Friday, 17 February 2012

Ogres and Crossbows

So I haven't updated in a while so here goes...

I knew I wouldn't get a full weeks worth of work done of reading week with everything going on and well...I want to enjoy myself and see family and friends I haven't seen in a while, but I did get some work done

This is the ogre model so far , I did the majority of this work in the first week of major project...



Then over reading week I have modelled the crossbow which only needs a few final tweaks...



And also started the main tent for the Mongolian camp last night...


I'm going to start texturing some of these models when I get back to uni, I'm not doing it now because...well...I cant be bothered at the moment. But the modelling seems to be going smoothly so I'm getting a fair amount done at home...

That being said I'm beginning to see the mountain of work I have to climb before the end of the project...and the top of it is in the clouds somewhere, so I do hope that things continue to go smoothly for the majority of the project.

Once I've modelled and textured the crossbow I might try getting it in to UDK to try to set up the parameters and settings of it to get it working in game and even begin setting up the environment as these are things I haven't done before and will most likely need some help with it along the way so best to start it early and hit all the stumbling blocks now rather than at the end.