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...

17/02/2010

drip.

 have been spending some time photoshopping some textures together for the level rather than the meshes. I started by adding a kind of worn effect to the elevator shaft where the moving parts would have cut away at the concrete. Which led to the morgue above were I laid down some tiling to give it an easy clean appearance with some tiles missing, and im going to model some to place on the floor. In the staff room, or living quarters, iv pasted some green 70's paper down to make it a bit less industrial, and added some timely posters up of which i might add a couple more.

 

 Eventually my eyes started to go a bit funny from endlessly staring at textures so after some random browsing i had some inspiration...
so after mucking about with the emitter i half worked out how to create a drip and some sparks. At first it looked a bit daunting what with about a hundred different settings, but once id figured out each randomly named setting it was fairly straight forward. I added a sprite emitter for the dripping pipe and a subtly named spark emitter for a broken cable. The sprite was an in-game image so i might make my own to give it some shape, or add multiple and have them randomly generated, similarly for the sparks.

2 comments:

  1. Pete this is incredible! What a first level, your hardwork and hours of work have really shown off with this. I cant wait to have a run around it next week. Really nice work with the lighting and the object scale.

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  2. Nice work mate. Lots of nice atmosphere to the level. I'm not so convinced on the game room though, it doesn't tie in with the rest of the level. Maybe some nice lighting in the room would help, like a low blue coming from the arcade machine? Also, I think the blue in your water (below the torture chamber?) is a little too powerful. Something more subtle would look better, or maybe even an acid? Just my preference more than anything else though and I know it isn't finished yet. Great work. I'll have a run around when I'm next in school :)

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