Archive for the Uncategorized Category

Final Video!

Posted in Uncategorized on March 3, 2009 by sskidm20

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

Advertisements

Finished!

Posted in Uncategorized on February 28, 2009 by sskidm20

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

Posted in Uncategorized on February 13, 2009 by sskidm20

*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

Posted in Uncategorized on February 9, 2009 by sskidm20

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

Posted in Uncategorized on February 4, 2009 by sskidm20

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

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

– 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

Posted in Uncategorized on January 26, 2009 by sskidm20

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

Posted in Uncategorized on January 21, 2009 by sskidm20

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.