Studying a Bachelor Degree in Game Art, hopefully learning the skills to design model and texture characters in a game ready fashion, and how not to chronically abuse 3d studio max i have decided to compile a journal of my day to day workings...

06/12/2009

Steady Eddy

I was looking through the models id started already to see what i could finish and i found the vent shaft and fan for the main room. It needed some altering to fit in the level and unwrapping ready to texture, whilst doing this i was considering changing the shape of the main room as is pretty much just a glorified torture box. Considering a few factors i decided that if i extended the vent shaft out into the room and then model in the ceiling to be angled i could create a bit of shape. After a weekends work ive managed to produce a decent textured asset that drastically alters the rooms appearance.So much for working on smaller objects this weekend..







I imported the fan blade and the shaft as separate meshes so that i could add a mover to the blade to animate it rotating. Using some settings from mastering unreal technology ive managed to acheive a steady constant rotation.
Object - InitialState: None
Movement - Physics: PHYS_Rotating
Mover - MoverEncroachType: IgnoreWhenEncroach
Movement - RotationRate - Yaw 5000 (clockwise rotation in the Y axis)
Movement - bFixedRotationDir: True




I wanted to add a vent system that could run through the level, and attaching it to the main intake shaft seemed only logical but i was unsure how to position it throughout the level. Each air duct enter into one of four rooms; the blasted corridor were i will model a broken air duct, the control room, the engine room where the generator is housed and the stairwell.


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