Friday, 18 April 2008

final result



the end my friends THE END!

the end result



and as this project sraws to a close we can finaly see what we set out to acomplish and frankly its exactly what we wanted and planned. good job fellow bourbonknights i bid you farewell

Bourbon: A Post Mortem

The following is a postmortem of Project Bourbon, a simple bulleted list of the good, the bad and the lessons we have learnt in the process of producing the level we have.


+

  • A general agreement and understanding of the targets we wanted to achiveve from day one.
  • Strong concepting and team planning for theme, look, layout and atmosphere.
  • Positive Influence from Art direction and Artstyle Guide
  • Paperwork which outlined and set out the project in a visible way. Art Style guides, Asset lists, and Pipeline ensured that everyone knew what they were doing, when, and how to make it look.
  • Good distribution of asset workload.
  • Strong work ethic awhich shone through in the adaptability and plyablity of team members. Particularly in the realms of picking up additional assets.
  • Good time management.
  • Fine interpretation and understanding of complex engine issues.

The above culminated in a level which lost nothing from the original plan, despite having an ambitious destination, all targets were met and exceeded.

-

  • Loss of team member.
  • Facilities and equipment did not allow for much lab-working, especially in terms of Tech.
  • Communication issues and lack of imediecy brought about by inability to work in tandem in the same location.
  • The UNREAL ENGINE, which is so buggy it is criminal.

Despite these negative aspects, we were able to overcome all obstacles as all team members had a clear understanding of the intended end product.

What would we do differently?

  • Different Enigine
  • Better equipment, far too many Network related issues which hindered progress.
  • More meetings and better communication.

What did we learn?

  • The use of tact and understanding in criticism, especially in relation to Technical based problems.
  • Perseverence
  • Working in the face of obstacles and uncontrollable variables: Working Against the Wall!
  • Leadership and Coordination
  • Artistic and Technical Judgement in relation to technical restrictions.

We also learnt that:

" Sometimes, when you shoot for the Stars Gentlemen, You land on the Moon!"

Tuesday, 15 April 2008

Final Assessment of group project

Each group to put a folder on K drive labeled for their team. The level will go here. Then each team member has a subfolder below that for their personal work.

1.A walk-and-talk through of the finished level in Unreal, highlighting:

A) the development from initial concept to final environment (how well the finished product replicates the initial concepts)

B) any alternative ideas tried and rejected

C) highlighting any special features

2. A bullet-list post-mortem, based on discussion with the team:

A) what went right

B) what went wrong

C) what we’d do differently and

D) lessons to take forward

for an example see:

http://www.gamasutra.com/view/feature/3606/postmortem_saber_interactives_.php

but there’s no need to write a huge essay, just summarize the key points

3. Each team member to produce a visual presentation of their own assets in sub-folder below group folder

A) conforming to industry-standard presentation style

B) JPGs viewable in Windows Pictures and Fax viewer are sufficient – no need for powerpoint

C) all assets should show clearly wireframe, rendered and textured view, with box outs for texture sheets and any special features you want to highlight

4.each team member to place their max files in a their personal sub-folder

A) use a logical file structure so that we can find things without effort

B) include all necessary files, textures, etc

We will also have a verbal debriefing based around the post-mortem where we shall extract essential lessons that need to be taken forward to third year work

Friday, 11 April 2008

Grass Bits!

Some grass "bits" consisting of grass "clump", "tuft" and "moss". We could maybe use these, I was thinking "moss" could be used on window frame(s) possibly.


Hand Dryer

Clean hand dryer for the bathroom/washroom.

Tris: 260 tris
Textures: 512x512 diffuse+AO, normal and spec


Thursday, 10 April 2008

Broken Window Frame

Is this ok for the window frame that will be placed at the starting point of the game?

Tris: 324
Textures: 512x512 diffuse+AO, normal and spec

Army Radio with rust!

Monday, 7 April 2008

Fire Extinguisher - desaturated

This look any better than original "saturated" version?


Thompson Machine Gun!!

Tris: 556
Textures: 512x512 diffuse+AO, normal and spec


Skylight Renders



Saturday, 5 April 2008

Clock Spider - modified

Clock has been modified with 12 sides now as confirmed by slaney. Plus, alpha channeled spider legs now, although when its rendered it always shows grey outline which i dont know how to get rid of, dunno if this will show that easily in unrealEd.

(New) Tris: 134
Textures: 512x512 diffuse+AO, normal, and spec

Friday, 4 April 2008

Fire Extinguisher

Hows this look guys?

Tris: 394
Textures: 512x512 diffuse+AO, normal and spec




The next 2 images has Max's "DX display" rendered here to show normals.

Thursday, 3 April 2008

Clock Spider!

Here's the freaky "clock spider"! Obviously intended not to model entire spider as you wouldn't see the whole body in the game.

Tris: 294
Textures: Diffuse+AO, normal, spec







Emissive map "Small Radio Unit"?

Just wondering if this looks ok? I followed these very short steps to how to do it here.
If it's not right for some reason or there's a better way to show it off then tell me how.
Not sure how to make it "flicker" adam so im guessing u shud be able to do this in unreal editor?

No emissive map


No 1. Emissive map


No 2. Emissive map (blur/offset outwards adjusted in Max)


Which is better No 1. or No 2?

walkway


from the models of the walkway i was sent ive realised that the walkway is a in to many small peices and when attached will be so high poly it would come to roughly 100,000's of polys way to much so if you can martin could you do it similar to this image, this mock up i made is in two peces both together come to 6088 tris 3,041 polys. all you really have to do is copy and attach what you have already made and delete a few lines so all in all should turn out better quality on the texture side of things. cheers

Tuesday, 1 April 2008

Army Radio!

Finally finished this lil bugger! Texturing was a fiddly task getting references.

Tris:760
Textures: Diffuse, normal, spec and AO maps for both radio units







Saturday, 29 March 2008

Root Wall



K i spent about half an hour doing this texture then realised that im gonna need the wall + floor textures used in the starting room or wherever this object will go, before i can continue. Also its gonna have to be lined up somehow.

Thursday, 20 March 2008

Modelling + texturing complete


This is the wire housing asset, it repeats properly and comes with normal and specular maps, all of my assets are complete now, if theres any more assets we need modelling/texturing i have time to do them.

Friday, 14 March 2008

Thursday, 13 March 2008

update



i added some test particles to see the effects and when there is leaves on the tree it will look great i think, the rain and leave volocity can be changed and the amount of rain can be aswell. i like how its turning out.

lol i had to post this.

Wednesday, 12 March 2008

update on the blockout



here is an update on the blockout i have been editing textures to get a more horror type look and to give the feel of age and also to make it look more like a museum.