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
Saturday, October 23, 2010
Modular House!!!!!
Model by Matt Williams
Model by Matt Williams
So the last 5 or 6 hours of my life has been dedicated to making different walls for a modular house. Woohoo! But it works! Everything lines up and hooray. There are a couple reasons for making modular houses(or anything for that matter) to put into a game engine. The first reason is performance. The less unique objects in your environment, the better your game will run. The second reason is diversity. With modular assets you can create a lot of unique buildings in a short span of time. I'm going to add some modular details like pipes 'n such as well as modular balcony pieces (railings, plants, etc). Andy is also making pillars and arches for a covered bottom level area.
Model by Matt Williams
So the last 5 or 6 hours of my life has been dedicated to making different walls for a modular house. Woohoo! But it works! Everything lines up and hooray. There are a couple reasons for making modular houses(or anything for that matter) to put into a game engine. The first reason is performance. The less unique objects in your environment, the better your game will run. The second reason is diversity. With modular assets you can create a lot of unique buildings in a short span of time. I'm going to add some modular details like pipes 'n such as well as modular balcony pieces (railings, plants, etc). Andy is also making pillars and arches for a covered bottom level area.
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