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Thursday, February 28, 2013

Barrels!

For my programming class we are now required to have barrels in our level. Since I have an Area 51 theme I have decided to create one "normal" barrel, and one alien barrel to go in the mother ship. 

These are the concept designs I cam up with for the two. I roughly blocked out their shaped in Maya, and added some textures in Photoshop to convey the feel I'm going for. I'm going for a stereotypical alien feel. I threw in some green lights to block out my grey box, and the whole cheesy alien look stuck with me. I have a flying saucer, and a tractor beam too! 

Thursday, February 21, 2013

Racing Intros

This is from my favorite racing game splashdown. It was hard to find an intro where it would show you the before track but the video right before game play shows you a preview before the track. That was one of my favorite things, that they would show you a preview of the stunts and I plan to do that with  y own level. 

Monday, February 18, 2013

Alien Ami low Polly


This is my low poly Character before I take it into z-Brush. I could not make her an "Alien" because the project calls for us to create humans, but I will be adding in trinkets of alien looking technology on her face and right arm. As well as some cool glowing alien tattoos. 

Now on to Z-Brush!


Sunday, February 17, 2013

Area 51 Grey Box Completed!


The Grey Box is finished!

So far you start inside of a plateau, go down a ramp and over a small jump. Next you spiral up another plateau, and go down another ramp to gain some speed for the loop-de-loop. I used both physics and speed and force actors to keep you on it. Next you go up a ramp and fly into the alien mother ship! After you escape the ship you ride some elevators up to the starting plateau. 



The second lap takes you through the research facilities (above ground) and then underground to the alien holding tanks and a spiral down to and s curve. (the picture below is the wire frame of this part of the track). Next, you escape the alien holding area by being lifted by a ship's tractor beam back onto the track above ground. You then drive back to the elevators and complete lap one a second time. 



Thursday, February 7, 2013

Pagani Huayra


Here is the shots of my car model. I have a couple of tweaks left but this it!


The car was a blast to model. For this project we learned how to bake normals from a high poly version onto the low poly that we use in the game. I thought that was cool, and it helped me save some time making special bump maps by hand.

Tuesday, February 5, 2013

Destroying Things!


For Programming we are destroying things using Phys X lab. This is a simple plank of wood I made for a larger construct that will eventually be an old-fashioned wooden traffic barricade.

This is my specs for the first depth:


And this is the second depth:



  I set the four corner pieces as supports so you can shoot through it without everything falling down.
There are only two depths, the first time I tried loading it into UDK the FPS lagged because I had 3 depths, and splits in every axis within those depths. Due to that I paid more attention to the amount of noise I have within each split. Honestly the first depth is good enough, so if I need a lot of wooden planks to break at the same time I can a have two versions of the plank depending on the amount of particles I will have at different points in the game. That is yet to be determined.


Saturday, February 2, 2013

Car and UV's: Pagani Huayra

Here is the final model of my car with the UV layout. I just read the specs of the real car, and they designed it to utilize wind when turning and breaking by four adjustable flaps (2 in front and 2 in the back). It's pretty much a jet without wings...


Next step texture!