Thursday, 29 April 2010

Wednesday, 28 April 2010

Another palm tree



I thought I would do another environment model because I have only contributed a couple and you need some different ones to keep the game looking realistic and interesting.

HH218

Barrel Plank JUMP




HH218

Level development


The finale

HH218

Level development



There is a small jump at the top where there is a space in the track.
HH218

2nd section of level sketches (finally!)

here are the sketches for the second section of the level.





posted by alec pendred 0804045
created by oliver winson-pearce

Tuesday, 27 April 2010

Level





hh218

Level development

Texturing
Sculpting
I used the sculpting tool to smooth out the edges.

Proportional editing/Noise/Circle select/Multiple materials
I selected the whole plain first and then used the circle select tool (b,b.) nut used unselect (click wheel) rather than select, to draw the track, you can scroll the wheel to change the size of the select circle aswell. Then I added noise to the plane using the cloud texture to make the ground bumpy, leavin the un-selected part (the track) flat. This was a very easy way of making a track, by moving vertices yourself even adding a few bumps and jumps to the track itself will be a brease. I then texured the track and surounding area, these are only temporary though, I will get the textures Alec has used soon to match. Some of the textured edges are a bit square and the only way I have found to solve this so far is to subdivide the plain more.
I have also smoothed and subsurfed the plain.
hh218

Palm Tree Model


The last environment model has been made and takes the form of a palm tree. The Models are finished now and all that is left to do is put the pieces of the level.
Calum McLarnon 0800022

Monday, 26 April 2010

Level (first main section and route 1 of fork)

Here are my finished models for the level, put together in unity with the models made by Gavin and Andy from the art course.

I used Calum's sketches as a guide and tried to match them as closely as possible.

I created the terrain in blender by displacing a cube with a texture. i used a vert group to define the area which would be displaced, as the road section needed to be flat. therefore this was left out of the vert group. i used a cloud texture as the displacement map. this gave the rounded bumpy surface i was looking for. i then made two materials and set the road as one material and the rest as the other. i then used UV project from view to create the UV texture for each material.

here is a view of the whole level so far.


this is the city section. i used duplicates of building prefabs and arranged them in different ways to give variation.


this is the next area, which splits into the two routes.


finally, here is route 1. I used the rock prefabs to create a maze section in the large area.


Alec Pendred 0804045



Saturday, 24 April 2010