So when we set out on this project, we wanted to do a multiplayer CTF map in UDK. We had a really cool map design and, through playtesting, we discovered that our map layout works better as a deathmatch or team deathmatch.
What we accomplished:
A concept that is very close to realization
Learned a lot about the Maya to Unreal workflow
I am at a point where I feel completely comfortable managing packages
TOON SHADER!!!
A playable multiplayer map thats actually pretty fun
What we didn't accomplish:
A CTF map, but oh well
Needs a little more set dressing
Needs some more time put into lighting
Matt Williams: SCAD Student Blog
SCAD Studio 1 Project Blog
Friday, November 19, 2010
Wednesday, November 17, 2010
Updated Lighting
So after 10 weeks we are done...I updated the lighting since the screenshots. Hope you enjoy!
It is a multiplayer map, so I can make an .exe file and you can play it upon request.
And over the past 10 weeks I have pulled 8 all-nighters...FML
Tuesday, November 16, 2010
Done!
We are still messing around with lighting, i think we are going to lighten it up a bit. Also these shots have no skylight, just a dominant directional and some point lights around the scene.
Credits
Andy Hernandez--Modeling and Texturing
Matt Williams-Modeling, UDK, and a little texturing
Outsources:
Gabriel Rosario--Asset Modeler
Nick Bullard-Bradley--Asset Modeler
Uzi Souza--Asset Moder
Monday, November 15, 2010
Quote of the Day
Psychos will always be psychos; they don’t need video games to help them.
SCOTT RAMSOOMAIR, GameCore interview, Mar. 7, 2005
Sunday, November 14, 2010
Brief Moment of Genius
So Andy and I had a brief moment of genius in our sleep deprived state tonight. This is now the result of our hard work(and with Gabe's bucket).
Bucket by Gabe Rosario, B!@#$es by Matt Williams
Update:
Buckets by Gabe Rosario, B!@#$ Model by Matt Williams, B!@#$ Textures by Andy Hernandez
I tried building the lighting, but I got the following message: Your build has FAILED
So this is running at about 10 fps
Bucket by Gabe Rosario, B!@#$es by Matt Williams
Update:
Buckets by Gabe Rosario, B!@#$ Model by Matt Williams, B!@#$ Textures by Andy Hernandez
I tried building the lighting, but I got the following message: Your build has FAILED
So this is running at about 10 fps
Friday, November 12, 2010
Power Plant...Yeahhhhhhh Take It
Models and UDK work by Matt Williams, Textures by Andy Hernandez
Ok I don't have much time to talk about this, but this is the power plant in engine with the Toon Shader.
I'll talk more later once we have more models imported
Edit- Oh and this is without any cast shadows
Wednesday, October 27, 2010
Toon Line is Working!!!!
Before
After
Design by Matt Williams, Shader Inspired by http://www.polycount.com/forum/showthread.php?t=69086and many other forum posts, Assets from UDK
OK so after weeks upon weeks of working on this toon line shader. I finally found out that there is a little checkbox in on the "Screen_Pos" node in the material editor that says "Screen Align", all that I had to do was check that, plug my material into a post-process chain, and apply to world properties. Anyways, I am tired of looking at this, so I'm gonna go get some sleep. Woohoo!!!
PS-I now have about 5 working toon shaders after discovering this
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