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Wednesday, 4 February 2015

[Engine] Flynn walking

I have some errors to sort out but they don't change functionality. 

[Environment] Gate Update




Facebook chat & MoodBoard

After some consideration with this design moved on with the look and feel of it adding more details to the original design.


All modular parts put together to make the gate and its detailing, The textures will be posted after the completion of the model and the UV is completed of all of the modular parts.

[Pre-Viz] Cinematic Update and final design.


[Engine] "update"


Yeah that's about it for now.




I'll have Flynn walking and idling by tomorrow, will post a fuller update later tonight/tomorrow morning. Going to finish off Matinee camera positioning and transitions for game trailer in tomorrow's class.

Tuesday, 3 February 2015

[Environment] Working on Gatesway to City


Modelling the gate and UV as I am creating it, this is a WiP part and will post more on this.
Moving along with it as the gates will be separate to the other parts of this selection on our level design.

WIP - UV and Gate door
This will be mirrored geometry to make the full door keeping the same UV, also working on saving space by fitting the whole building on the same UV.

Monday, 2 February 2015

[Animation] Flynn engine and walking on the spot


just currently working on putting Flynn's animations to work in engine, by first getting Flynn to walk on the spot then adding it into the animation blend space and blueprints in engine.

[Environment] Priority List - Environment & Its Textures


Duck Samurai - Priority List


Primary
  • City Gates with Guard Building
  • Tavern Building Exterior
  • Tavern Courtyard (Aiming Prac)
  • Main Warehouse/Factory (Gauss Fight)
  • Interior of Main Warehouse/Factory (Gauss Fight)
  • Tavern Interior (All assets completed and UV's)


Secondary
  • Shambles Lane (Outside tavern)
  • Scotland’s Cart - With additional Assets to bulk out the design
  • Admin Building Exterior
  • Admin Building Interior (Only Reception)
  • Construction of Canal Area
  • Market Area (Different Stalls and their textures)


Tertiary - Scene Fillers
  • Barrels
  • Lamppost
  • Crates
  • Benches
  • Fishing nets (Plain + Texture)
  • Posters (Texture)

Textures


  • Roof TIles (Generic)
  • Bricks (Generic)
  • Cobblestone (Floor)
  • Wood Beam (Interior - Darker Wood)
  • Wood Grain (Exterior - Lighter Wood)
  • Big Stone Wall (Inner of the canal)
  • Stone Wall (Generic)
  • Shop Decals (Bazaar, Book, Potion)
  • Market Stall Decals (Marketplace)
  • Window - Unclear (Admin, Tavern, Shops)
  • Merchant’s Cart (Difference in colour and obj)