Jesse: Finish low poly versions of plants & variations
Nate: Natural stone (crag) and dirt textures.
Austin: Texture buildings
Trevor: Finish modular bits for the fort
Shawn: Complete shadows in lighting systems
Alex: Finish large boat & plants
Glenn: Attain a life
Thursday, August 27, 2009
Saturday, August 22, 2009
Assignments from Thursday
Here's what was assigned on thursday. By Sunday I should have at least TWO plants from everyone assigned plants. If this doesn't occur, we are in serious doodoo guys. There's no more time to waste, you have to provide me the models requested by the due date. Contact me by phone if you have any questions.
Nate - Clothes line for boat with clothes
- plant concepts
- water fall (done)
Austin
- collapsed dock pieces for houses, modeling plants as nate concepts (also as I instructed last night)
Shawn
- telescope by friday morning at the latest. Assisting Austin on plant modeling.
Alex
- Model plants and crags
Trevor
- Begin finalizing Texture Work and Geometry adjustments.
Jesse
- Rocks, Plants
Nate - Clothes line for boat with clothes
- plant concepts
- water fall (done)
Austin
- collapsed dock pieces for houses, modeling plants as nate concepts (also as I instructed last night)
Shawn
- telescope by friday morning at the latest. Assisting Austin on plant modeling.
Alex
- Model plants and crags
Trevor
- Begin finalizing Texture Work and Geometry adjustments.
Jesse
- Rocks, Plants
Waterfall tests
Thursday, August 20, 2009
Crag Cannon Keg Tower
Wednesday, August 19, 2009
Some Changes
I am re-organizing the drop box, so make sure you have all your iterations of your work already saved on your desktop. Reformatting will commence tomorrow to give you time to make sure you have everything already on your end.
Naming convention will change to NameOfAsset_YourName.file
ex; House01_Keller.obj
In the dropbox will be a folder named "Assets"
For every whole asset you create (whole as in "one whole chair" or "one whole boat"), create a folder with the object name. Put your whole asset inside that folder, along with any textures that go along with that asset.
Please only put the most recent version of your asset in the "Assets" folder.
There will be another folder called "WIP" that you can use to put your wips in. This will be for separated meshes and instanced geometry so that we can pull them if we need to.
Naming convention will change to NameOfAsset_YourName.file
ex; House01_Keller.obj
In the dropbox will be a folder named "Assets"
For every whole asset you create (whole as in "one whole chair" or "one whole boat"), create a folder with the object name. Put your whole asset inside that folder, along with any textures that go along with that asset.
Please only put the most recent version of your asset in the "Assets" folder.
There will be another folder called "WIP" that you can use to put your wips in. This will be for separated meshes and instanced geometry so that we can pull them if we need to.
Tuesday, August 18, 2009
Monday, August 17, 2009
Stone Texture Tests
Some stone texture color and spec tests. After making the stone textures, I made some hand-painted color specs, with the green stone having a purple hue and the purple stone having a blue hue. The third (blue) wall has no spec to show the contrast between spec and no spec. There are no normals in any of these scenes, but the spec gives the appearance of a curved surface.
--------------------------
--------------------------
With a light source located above and behind the player, the spec looks like the above.
At a wider bounce angle from the light (more direct reflection to the viewer), the spec burst becomes wider on each stone.
Up close shot above, hand painted textures become readily apparent. The texture is tile-ready, but I have it set at 1 tile to view the textures better. I'm leaning towards as large a tile as possible to reduce pattern formation and for more effective use of pixel density.
Angle where no light is reflected back at viewer. We might do well to have omni lights that cast no shadow to force spec reflection at different angles, and a main light source to cast shadows in a world direction.
Above shot to show how the spec reacts on curved surfaces.
Above shot shows spec view on ground. Light source is a directional light located to the front and above of the viewer. Again, no normals used, only hand painted spec in the spec color and spec level slots in max.
Same shot with spec removed.
I created a spec with the inverse areas filled to test how that would look. I think version 01 is better, but this may be useful later in a different application, so I included it for posterity.
--------------------------
--------------------------
With a light source located above and behind the player, the spec looks like the above.
At a wider bounce angle from the light (more direct reflection to the viewer), the spec burst becomes wider on each stone.
Up close shot above, hand painted textures become readily apparent. The texture is tile-ready, but I have it set at 1 tile to view the textures better. I'm leaning towards as large a tile as possible to reduce pattern formation and for more effective use of pixel density.
Angle where no light is reflected back at viewer. We might do well to have omni lights that cast no shadow to force spec reflection at different angles, and a main light source to cast shadows in a world direction.
Above shot to show how the spec reacts on curved surfaces.
Above shot shows spec view on ground. Light source is a directional light located to the front and above of the viewer. Again, no normals used, only hand painted spec in the spec color and spec level slots in max.
Same shot with spec removed.
I created a spec with the inverse areas filled to test how that would look. I think version 01 is better, but this may be useful later in a different application, so I included it for posterity.
Thursday, August 13, 2009
Hey Fellas
It's been a long week I'm sure for all of us as mid-terms come to a close (for some of us anyway, I still have 2 to go), and I'd mentioned it to a few of you to make sure you're taking care of your other classes as well, advice I should have taken myself as this week has been a long week of catch up for me in my other classes. Also remember, call me any time you have a question or an issue, leave a message if I don't pick up, I may be at work or in a class but I'll get back to you as soon as I am able.
My apologies for not being able to get back at some of you with more critique, this saturday I will hopefully be able to catch up with what's been submitted, but what I see so far for the most part is fine for unwrap so most adjustments I may make should be minimal. If I see any major adjustments I'll give you a call individually.
As you all know we have our third presentation coming up this next class, so we don't have much time to rest, unfortunately. Primarily what I want by Sunday is to have all models unwrapped and have a WIP texture applied. Asa has indicated to me that the current textures are not working, so fyi I will be working on a unified texture set this sunday to be dispersed this coming monday meeting. I want the temp textures on so we can easily see how they will be replaced, ideally during the meeting time. Please utilize the temp textures we already have to save time!
We've been doing great so far at defying the odds, but we've only got 4 weeks left until week 9, our final AI presentation, where it will be determined whether we get to present at Sony or not. We are at a crucial point where we cannot waste any time so let's keep it up guys!
Love,
Glenn
My apologies for not being able to get back at some of you with more critique, this saturday I will hopefully be able to catch up with what's been submitted, but what I see so far for the most part is fine for unwrap so most adjustments I may make should be minimal. If I see any major adjustments I'll give you a call individually.
As you all know we have our third presentation coming up this next class, so we don't have much time to rest, unfortunately. Primarily what I want by Sunday is to have all models unwrapped and have a WIP texture applied. Asa has indicated to me that the current textures are not working, so fyi I will be working on a unified texture set this sunday to be dispersed this coming monday meeting. I want the temp textures on so we can easily see how they will be replaced, ideally during the meeting time. Please utilize the temp textures we already have to save time!
We've been doing great so far at defying the odds, but we've only got 4 weeks left until week 9, our final AI presentation, where it will be determined whether we get to present at Sony or not. We are at a crucial point where we cannot waste any time so let's keep it up guys!
Love,
Glenn
Grass
Hey guys, since i haven't seen anything in the outbox for the approved unwrappable models, so I've decided to start taking swings at environmental aspects such as the previous water, and now this easy-instance-grass.
Added some subtle, yet freerealmsy pink and swirls.
In the outbox, as part of my Water.upk in the week 4-5 inbox.
Tuesday, August 11, 2009
Monday, August 10, 2009
Dynamic Water
Sunday, August 9, 2009
Heres Some More Stuff
Saturday, August 8, 2009
Friday, August 7, 2009
Parrot Beak Cove Block Out
Ahoy mateys, tis' yer second-in-command Glenn-Brando here to give you scurvy lot a tour of our home for the next few months!
Ahem.
It's currently just a block out to get an accurate feel, and test out the space. After walking around through here, I've come to the conclusion that I'm going to need to scale a few things up, like the walkways on the docks and the size of the crags to fit structures onto them for example. All these images are from UT3's editor, though the FOV in-game is identical (ie; things look deceptively expansive until you actually walk around in the environment- time taken to walk from the fort in the lower right of the screen to what will be the waterfall path at the top of the screen in the image shown below: 7-10 seconds). Major buildings have yet to be imported (I need all major structures by SUNDAY people!)
Here we have a parrot's eye view of the cove from the air. In the foreground we can see the two islands that will serve as a minor cannon encampment and observatory (left to right), accessible via rope-planked walkways. Nestled in the center of the cove are the pirate docks which are built around two large crags. I only have Alex's ship in atm to get a feel on how big the major hero prop needs to be in comparison to the rest of the area, and how to incorporate the rest of the 'fleet' and not have everything too crowded. At the far end we can see the hidden pathway (and entryway to the caves scheduled for node 2) that allows foot travel from one side of the cove to the other. Planning on making trigger volumes for small boat travel across the cove as well.
Here we have a possible beauty shot from behind the fort walls on the southern side. 80% of the compositional views from around the cove has the Pirate Ship as the main view of interest, with the waterfall being the accentuating prop.
View from along one of the paths on the south side, outside of the fort walls. Below will be assorted tents as well as a restaurant to our left (out of view). I also think I will incorporate a couple more buildings on this side depending on how crowded it starts to look. I want to avoid too much clutter on this side to balance the busyness of the dock end.
Here we have a tree-top view at the top of the cliffs, just south of the waterfall. The open space at the lower left of the image will contain the restaurant and perhaps another house or two. We can see the small sliver of beach that the small boats are... uh, beached on.
Pictured above is the view from the path right before the secret behind-the-waterfall-path (that becomes pretty obvious the closer you get to it as you explore around the cove). To the left we can see the area that will house the aforementioned huts/houses/restaurant. We start to see more of the docks on the right. The Pirate Ship is still the major shape, with the fort, observatory, and crag-docks acting as accents.
Other side of the waterfall path, 2nd level. Crag-docks start becoming focal point, introducing the player to the heart of the docks.
Tree-line view from the north. We can see the path we just crossed behind the waterfall, as well as a smaller boat dock and the 2nd in command's quarters at the top of the smaller crag (haha!). Also pictured is a gigantic light bulb with an "S" that stands for "Sony." :D
Here we have a pathway view from near the end of the cove, right before the rope-plank walkways that lead to the cannon encampment and observatory crags. We can see the circular loading dock that leads into the aft munitions loading bay of the Pirate Ship. The larger also will have about 3-4 buildings built into it, with the top containing the Captain's Quarters.
View to the right, rope-plank walkways to the outlying small cannon encampment and observatory tower crags. Even without the Pirate Ship in main view, compositionally we have a balance of the negative and positive spaces formed between the water and the cove and its structures. The fort walls, observatory, and small cannon encampment share the spotlight in this shot, with the a foreground element to be included in the empty shelf below (to be explained a few pictures down).
View from outlying crag 1 (cannon encampment). The Pirate Ship starts to become the primary focal point again.
View from crag 2, from atop the observatory tower. In the high shallow shelf right above where the beached small boats are will be the brawler's pub/eatery/building that has a large deck that extends over the water.
Future site of a Starbucks(tm).
Just kidding! If there's enough room, there will be another smaller house here as well, next to the Brawler's pub/restaurant/eatery. It's situated close to the docks so that our rascally band of pirate-folk can easily make their way there from the docks after a long voyage of... plundering and discovery?
View from the Brawler's Pub deck/balcony. I can't imagine a more beautiful view while tossing down a nice cold mug of Saspirilla after a hard day's pirating!
After passing the time listening to big fish stories with yer mateys, we travel down to the docks...
...and take a gander at our beautiful ship, the Leviathan. Ain't she a beaut?
(note: gonna make it bigger after some critique)
Dock view from Leviathan's aft section. Let's head back down to the docks and toward our craggy docks...
As we travel down to the center of the docks, we see the lower dock section of the crags. The extreme difference between the two crags was a test to see how geometry would read. After consideration and critique, the final crag will more resemble the crag on the right, with rockiness implied by textures. The docks will be populated by various unloaded crates, loot, and some stands of produce for quick consumption. If we travel to our right...
We end up at one of the smaller docks near the 1st mate's crag. The winding plankwork around the crag is a quick mock up to test the width. It will need to be slightly wider, and still needs support structure and hand railings.
Dock view from my- I mean the 1st mate's quarters above the crag. The sheer size of the Leviathan will dominate the scene even when in the background, in scalar comparison.
View of the Leviathan from the cliffside entryway to the docks. Note that the Leviathan is framed by the two crags, with the defensive line of the fort fence in the background,- three major elements in one shot! I think I'm going to change the stairs to have them wind around at the bottom, in both directions, to open up floor space for another building.
Parrot's-eye-view of the cove. Hmm... there's something interesting about the shape of the docks from up here...
Ahem.
It's currently just a block out to get an accurate feel, and test out the space. After walking around through here, I've come to the conclusion that I'm going to need to scale a few things up, like the walkways on the docks and the size of the crags to fit structures onto them for example. All these images are from UT3's editor, though the FOV in-game is identical (ie; things look deceptively expansive until you actually walk around in the environment- time taken to walk from the fort in the lower right of the screen to what will be the waterfall path at the top of the screen in the image shown below: 7-10 seconds). Major buildings have yet to be imported (I need all major structures by SUNDAY people!)
Here we have a parrot's eye view of the cove from the air. In the foreground we can see the two islands that will serve as a minor cannon encampment and observatory (left to right), accessible via rope-planked walkways. Nestled in the center of the cove are the pirate docks which are built around two large crags. I only have Alex's ship in atm to get a feel on how big the major hero prop needs to be in comparison to the rest of the area, and how to incorporate the rest of the 'fleet' and not have everything too crowded. At the far end we can see the hidden pathway (and entryway to the caves scheduled for node 2) that allows foot travel from one side of the cove to the other. Planning on making trigger volumes for small boat travel across the cove as well.
Here we have a possible beauty shot from behind the fort walls on the southern side. 80% of the compositional views from around the cove has the Pirate Ship as the main view of interest, with the waterfall being the accentuating prop.
View from along one of the paths on the south side, outside of the fort walls. Below will be assorted tents as well as a restaurant to our left (out of view). I also think I will incorporate a couple more buildings on this side depending on how crowded it starts to look. I want to avoid too much clutter on this side to balance the busyness of the dock end.
Here we have a tree-top view at the top of the cliffs, just south of the waterfall. The open space at the lower left of the image will contain the restaurant and perhaps another house or two. We can see the small sliver of beach that the small boats are... uh, beached on.
Pictured above is the view from the path right before the secret behind-the-waterfall-path (that becomes pretty obvious the closer you get to it as you explore around the cove). To the left we can see the area that will house the aforementioned huts/houses/restaurant. We start to see more of the docks on the right. The Pirate Ship is still the major shape, with the fort, observatory, and crag-docks acting as accents.
Other side of the waterfall path, 2nd level. Crag-docks start becoming focal point, introducing the player to the heart of the docks.
Tree-line view from the north. We can see the path we just crossed behind the waterfall, as well as a smaller boat dock and the 2nd in command's quarters at the top of the smaller crag (haha!). Also pictured is a gigantic light bulb with an "S" that stands for "Sony." :D
Here we have a pathway view from near the end of the cove, right before the rope-plank walkways that lead to the cannon encampment and observatory crags. We can see the circular loading dock that leads into the aft munitions loading bay of the Pirate Ship. The larger also will have about 3-4 buildings built into it, with the top containing the Captain's Quarters.
View to the right, rope-plank walkways to the outlying small cannon encampment and observatory tower crags. Even without the Pirate Ship in main view, compositionally we have a balance of the negative and positive spaces formed between the water and the cove and its structures. The fort walls, observatory, and small cannon encampment share the spotlight in this shot, with the a foreground element to be included in the empty shelf below (to be explained a few pictures down).
View from outlying crag 1 (cannon encampment). The Pirate Ship starts to become the primary focal point again.
View from crag 2, from atop the observatory tower. In the high shallow shelf right above where the beached small boats are will be the brawler's pub/eatery/building that has a large deck that extends over the water.
Future site of a Starbucks(tm).
Just kidding! If there's enough room, there will be another smaller house here as well, next to the Brawler's pub/restaurant/eatery. It's situated close to the docks so that our rascally band of pirate-folk can easily make their way there from the docks after a long voyage of... plundering and discovery?
View from the Brawler's Pub deck/balcony. I can't imagine a more beautiful view while tossing down a nice cold mug of Saspirilla after a hard day's pirating!
After passing the time listening to big fish stories with yer mateys, we travel down to the docks...
...and take a gander at our beautiful ship, the Leviathan. Ain't she a beaut?
(note: gonna make it bigger after some critique)
Dock view from Leviathan's aft section. Let's head back down to the docks and toward our craggy docks...
As we travel down to the center of the docks, we see the lower dock section of the crags. The extreme difference between the two crags was a test to see how geometry would read. After consideration and critique, the final crag will more resemble the crag on the right, with rockiness implied by textures. The docks will be populated by various unloaded crates, loot, and some stands of produce for quick consumption. If we travel to our right...
We end up at one of the smaller docks near the 1st mate's crag. The winding plankwork around the crag is a quick mock up to test the width. It will need to be slightly wider, and still needs support structure and hand railings.
Dock view from my- I mean the 1st mate's quarters above the crag. The sheer size of the Leviathan will dominate the scene even when in the background, in scalar comparison.
View of the Leviathan from the cliffside entryway to the docks. Note that the Leviathan is framed by the two crags, with the defensive line of the fort fence in the background,- three major elements in one shot! I think I'm going to change the stairs to have them wind around at the bottom, in both directions, to open up floor space for another building.
Parrot's-eye-view of the cove. Hmm... there's something interesting about the shape of the docks from up here...
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