Wednesday, 4 February 2015
[Environment] Gate Update
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| 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.
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.
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| WIP - UV and Gate door |
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)
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