First thing I tried to do in this week is to give Dan the package which had all of the models which I used to create the room so he doesn't have anything to complain about. But sadly he has still not found anything that can hold 300 MB + of data. After this I just carried on making the map look like how we need it to look like. 

I imported the tables and the chair which Azam textured. Using these I placed them in positions which I think will suit the position, some of the objects I imported still need a texture but a simple material always does the trick.
Above are two materials which Azam helped me create, the first one is for pipes which reflect a little bit of light and on the right is the same material with the specular detail off. I used This material in a lot of places like the circle things on top of the roof and some of the other objects too. Azam also helped me make a lot of the other materials.
I also started to work on the outside of the level too, using the same materials on the inside I textured the outside as well. There was surely some detail missing but it doesn't matter too much. For the posters if I get time I could take a picture of and than place it in the material which would look very good.
At the starting of the week there was no kismet which I wanted to leave for later.Once I finish texturing everything then i am going to start on it. Azam made a material for the chrome which he gave to me, but for some reason that material is like reflecting light too brightly as you can see easily from this picture. So I must find a way to decrease the brightness so it looks more realistic. The roof texture is a material I found in UDK which slightly matches the roof material we have in our college so without wasting any time I used it.
The main aim for this week was to finish texturing everything and have something that the players can play as it is the last week. So I completed the lighting first than focused on some kismet and making the doors work at least otherwise the player can't do much by sticking in the first room.
Also collision was a great problem which I had to counter be creating custom collision using the builder brush to create a blocking volume which will not allow the players to get through it. This helped me a lot because I didn't want to reimport the walls separately and than go through the hassle of placing them in the right positions. I got the blinds in the game too but not the ones which would move randomly because it was causing a lot of FPS issues so I decided to leave that out.
This is an image of the room in unlit mode showing all the roof details which unfortunately the player cannot see :(. A lot of effort and time was taken to make the room look like the real deal. Which was kind of not needed because we could of got away with just the main details in place.
To make Ram we used a base zbrush model like how we did for the girl, but this time using a male base mesh of course. To make the coat I had to use zbrush topology tools which I learnt using during the last project on a character. Then after making the adaptive skin I took it into Maya, by using the geometry sculpting tool in Maya I moved some things around then mirror the object. To texture the model I went back into Zbrush and just made the skin colour and the coat colour only. Then in Photoshop I added the super-dry logo on the shoulder and the wrist. Using reference images that Ram let us take. The animations worked for this model because I used the same rig from the UTmale. It also had the same bone names, I didn't know that it would work, it saved us a lot of time.
This is a screenshot of me making the coat for Ram in zbrush. This did take a long time I was considering doing it in Maya but I felt it was faster in Zbrush. In Maya I also made the long collar of the character because it was giving me some issues in Zbrush.
I also made the coat for the girl starting in Zbrush then taking it in Maya to make the rest of the coat like the bottom part which I couldn't make in Zbrush because it was keep going to the surface of the leg which I didn't want.
This is a screenshot of me making the coat for Ram in zbrush. This did take a long time I was considering doing it in Maya but I felt it was faster in Zbrush. In Maya I also made the long collar of the character because it was giving me some issues in Zbrush.
I also made the coat for the girl starting in Zbrush then taking it in Maya to make the rest of the coat like the bottom part which I couldn't make in Zbrush because it was keep going to the surface of the leg which I didn't want.









No comments:
Post a Comment