For some reason this week seems to have flown by and i feel like i could have acheieved more, but iv really had to bully myself into doing any work at all. What i have acheieved though has been a start i suppose, i finally textured my staircase i modelled last week and it has helped to develop the levels image in my mind. Quite by chance I stumbled across a grate texture that was perfect for what i wanted. I had originally modelled the grate with single boxes, cutting and target welding them together and thinking about it, it was the hard and unneccessary way.
16/11/2009
A Sight for Sore Eyes.
So this past week we've started the new module of spatial awareness, our task is to design and make a playable level for Unreal Tournament 2004. We began at the beginning learning the controls and techniques used to build a level in the editor. Whilst we were gettin to grips with the new package, i had a few ideas for my own level and started to jot them down. I am theming my research facility on a disused underground lab used for inhumain testing to create weaponary based in the 70's or 80's. I quickly blocked out the level to get a feel for how it would play and made some changes and re-sketched a plan for what i hope my final level will look like.
Starting with the basement level this will be a holding cell of sorts in a single large room. With an elevator in the far left corner for prisoner transport to the lab room linked to the level above. Some signs of a breakout or catastrophe however I need to conduct more research for this part.
The middle layer will contain a lab room, living quarters and the "main room" which will house some kind of tank system and the "water feature", although currently im uncertain exactly how these will look. All three rooms are connected by a corridor which links to the stairs and will have signs of major damage.
The top layer will have another corridor running in line with the one below. Two main rooms here, the control room and some kind of office. The control room will have an almost bay window-ish feature protruding into the main room with a window into it. Yet more signs of damage with possible blast doors scattered on the floor and so on.



07/11/2009
Rendered Useless

06/11/2009
Let There Be Light.
Almost finished. All the hard graft is done, and it is now time to get the camera out and shoot the bugger.
Pixel Patience
I was anxiously awaiting texturing, as this is something i could see my self pursuing in the industry but was unsure how i would fare. And as it turned out i dont think i did too badly, there are however some errors which i havent had time to rectify due to the approaching deadline but may get round to over the weekend. It's been two weeks since my last post and i reckon the largest proportion has been spent solely on colouring pixels and image overlaying.
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