While reading:

My partner Andy's Blog for this Project

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

Cannot Add Anymore Awesome...Stopping Development

It speaks for itself

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

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=69086
and 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.