Final Video!

•March 3, 2009 • Leave a Comment

We are done! 8 weeks from start to completion. All original assets created from scratch. 100+ unique assets, 300+ textures, 2 people! Thanks to everyone that helped with critiques, our Studio I professor Joe Pasquale and the senior members at Unreal forums and Gameartisans.org for all the comments and suggestions.

The Tech Market

The Tech Market

Finished!

•February 28, 2009 • Leave a Comment

Mike and I have been done but we have been so busy working on the breakdown and other classes we haven’t been able to update much. But here is some of the videos we are using in our final video.

Progress update

•February 13, 2009 • Leave a Comment

*UPDATE* – 3 Props left to texture and we have until Week 7 to finish. We are sitting very well on being able to nit-pick and tweak certain areas of the level. The last 2 weeks are for final touches and a major breakdown.

After some suggestions we decided to turn the fog down so that it is not so washed out.

Week 6

•February 9, 2009 • Leave a Comment

We are still a bit ahead of schedule. Textures for the architecture package are done and props will be started soon. Check our individual week 6 pages for more detailed views of the assets.

Week 4 and 5

•February 4, 2009 • Leave a Comment

We are doing VERY good on time management and we are even a bit ahead on most of elements of the level.

It is midterm and props are completely modeled. We have been very busy with mid-terms so this site has taken a while to update. We have started on the opening camera move in matinee and did some awesome scripting in Kismet to control an on/off switch on our incinerator/crusher machine. We also figured out bones and I was able to rig a cardboard box with some simple dynamic bones on the flaps so that the flaps move and fold when you throw the box around.

Below are some screenshots of the box with bones, all of the modeled architectural elements and all of the props in the editor.

Asset List: (UPDATED)

This is everything we’ve modeled so far since the last major update…. Now time to start texturing all of this stuff. Mike has a nice texture pipeline we will post soon.

FINISHED

- Pipe set 2

- Roll-up style door

- Tier 3 wall

- Corrigated metal piece

- Seperate wood planks (3)

- Concrete molding

- Pipe set 1

- Warehouse windows

- Distant window

- Windows with iron bars

- Junk pile

- Junk pile edges (all junk piles can be put on the same uv space)

- Chimneys

- Iron gate for the archways leading out of the map

- Flourescent Light

- Lamp

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- PROPS

FINISHED

- old broken jet engine

- power boxes!

- toolbox

- giant pistons

- industrial fan

- organizer/shelf

- market stands/tables

- stool

- metal sawhorse

- light switches / button controls

- power lines

- tools (maul, huge wrench)

- trashbin/trash-compactor

- machine parts

- bucket

- cardboard box

- machine 1

- barrel

- gas cans / welding tanks

————————————————————————————————————————

- HERO ASSETS

FINISHED

- Tech-Market Statue

- Fountain

Short Weekend

•January 26, 2009 • Leave a Comment

This weekend was shorter than usual. Thus, instead of working on hundreds of mini props and debri, Mike and I thought it would be awesome to go ahead and do our 2 main hero assets. Mike worked on his fountain which turned out very well. I worked on a statue of an engineer representing the civilizations founding fathers and designers. Also Im getting use to this whole uploading video thing.

Awesome Weekend

•January 21, 2009 • Leave a Comment

This weekend turned out to be a very successful weekend and one of the most productive thus far. It has become very exciting for both Mike and I and we have found ourselves ranting on and on about this and that and what to add, so much so that sleep has become a bit of a side note. Studio I has taken over the other 2 classes as well, but we both see this level as being very promising. Below is a cool screenshot of us messing around in the editor playing with the overall post process look. Rain, smoke,fog, basic lighting, rigid body collisions and kismet driven sequences have all been added and will continue to be added! To be honest we have been working so insanely long on the work for 5 days straight that we had almost no time to update this page.

Pwned!

•January 11, 2009 • Leave a Comment

This weekend was very successful for both Mike and I. After much troubleshooting and error investigation we finally established a production pipeline for maximum productivity. We made a huge breakthrough in getting static meshes inside of the game engine. We also got our own copy of the Unreal 3 Engine and managed to talk the Montgomery hall technicians into installing Unreal 3 engine into Room 220 for Studio class.

Asset List

•January 11, 2009 • Leave a Comment

STUDIO I (TECH-MARKET) ASSET LIST
Architecture-
- Market Level (Old City)
- Doorway/Entryway
- Arched Entrance
- Wall (Generic)
- Wall (Window)
- Corner piece
- Column?
- Old Lamps
- Basic Gate
- Tunnel/Alley

- Second Level (Middle Period)
-Wall (Window)
-Wall (Window) Variation 2
-Wall (Generic)
-Wall (Balcony)
-Corner piece

- Roof Level (Modern City)
-Rooftop
-Wall (Window)
-Wall (Generic)
-Wall (Machinery)
-Piping
-Drainage
-Chimneys
-Corner piece
-Fluorescent Lighting

Assets-

- Gears
- Bolts
- Machine Parts
- Machinery Variation 1
- Machinery Variation 2
- Rubble
- Crates (Large)
- Crates/Bins (Small)
- Market/Stand Variation 1
- Market/Stand Variation 2
- Barrel
- Junk pile
- Trashbin/Trash-compactor
- Trash
- Gas Cans/Tanks
- Hanging lines

Hero-Assets-

- Tech-Market Statue
- Fountain (possibly inlayed in the wall)
- Giant Machinery/Engine/Power-Facility
- Tech-Market Gate
- Robot/Steam engineer?

The Quarter Begins

•January 11, 2009 • Leave a Comment

Work has officially begun on the Studio I Project. The Market/Bazaar Environment will be built in Maya and piped through the Unreal 3 game engine to create a real-time, working video game environment.

  • Mike and I have decided on the finished Ground-plan


  • An asset list has been created to expedite the modeling process
  • Work on the modular wall sections has started in Maya
  • BSP/CSG has been fully built within Unreal 3 and all ground/wall collision works