Sunday, December 11, 2016

Week 9 - Off to the Races!



From last week I went in to refine some of the details of the car, trying to make the lights more transparent and adding taillights and headlights I also added red emissions to the red lights so they glow in the darkness.

New Car and Shaders






Setting the Scene

Due to how the colors came out of the model it reminded  me of the hot wheel toys I would play with as a child. So I decided to bring the car model in as if it was a toy.  I built a small room in unreal on in a grassy hilly terrain. In the room I modeled a simple hot wheel track piece and used splines to build the track while using unreal materials to color it. Lastly I added a matinee to the car on the track. 





My Matinee 




Sunday, December 4, 2016

Week 08 - Creating a texture map in Photoshop

From last week

Worked on cleaning up the UVs and re doing the base textures mainly the white body and body lines. I thought the hyper shader was interesting so wanted to give texturing with it a go. Decided to use it for detail pieces such as the lights, wheels and windows. I also reduplicated the half and merged the vertices. 

Shaders:


New UVs:




Car in view:



Rendered: 


Saturday, November 26, 2016

Week 7 UV and textures

Modeling and UV

Worked on lowering the count from last week and cleaned up the UV's. to add to the model added police lights and front bumper guard rails.
Decided to go with the police car reference since trying to make the lights transparent seemed fun

Week 6 Car

I deleted the other half like you showed in class and then made an special duplicate instance of it to start removing extra tris. 



Once the carwas around the mid 2000s I started to add the police lights and front bumper.



Then I remapped the UV's for the side top lights and new bumper

Then moving the UV's and taking a snapshot I began to make my new UV textures

Reference: 

Texture:






Final version on car:


Sunday, November 20, 2016

Level Design Week 6: Modeling


This week worked on making a Maya model of a car to practice with Maya to make some of my own basic props when gray boxing new level designs.
 It was fun following the videos and trying out the extrude tool to try and make it differently though the side view mirrors gave me trouble and the UV's were very tricky.


Modeling








UVing





Sunday, November 13, 2016

Level Design Week 5 Making it pretty

Working from the base of last week, I decided to change the coin counter into a point counter instead. The coins give one point, while a target gives 5. I also changed the side door to open with a button press.

Base:





Advice:

Tester 1:


What is the purpose of the outside hut?

  • It it to break up the area so the main house isn't the only building in the area. Looking into adding pieces from the package to make it look like a small generator room.
What are we picking up?

  • Golden nuggets leftover
How does the hidden target get in the room?

  • A ladder :) just kidding, its meant to be a secret room.
Could use more filling out on terrain

Tester 2:


Add sound for pickups

Can something happen when you collect a certain amount of points?

  • Add the door and light to other building to trigger after 40 points 



New Assets:

I chose the industrial pack due to its similar feel to my current level. I added new lights to fit better, updated the doors, painted the terrain, adjusted the lighting to feel more like early evening, added the third building, and added air ducts for aesthetic and to guide the players eyes.

Also added Background music.
"Hitman" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0

Redone:










Video:


Sunday, November 6, 2016

Level Designers (Week 04 Proxy Level With Blueprints Part 02)


Expanding of Week 03


Worked on expanding out on the level design I worked on last week.

Building level and Blueprints











Final Level:





Play through:

The sound is loud.