Monday, March 25, 2013

ASSIGNMENT 06: 6 CUSTOM MODELS FOR MY UDK LEVEL

Made some stuff to stick in my level.  Let's take a look at them, as well as the images I used for reference.



Okay, I may not have actually looked at reference images while making some of these...
While this could make for an excellent standalone stall, that enclosure is actually supposed to be the recess into the wall the stall is in front/part of.


Indoor version, sans recess.


I'm not entirely convinced this image is of an actual crate (might be a miniature for a tabletop game or something), so I took a couple liberties.


Also, I figured I could skip the cross-bar and have that be on the texture.


 These trucks totally look the same, right?

Bonus!  The backside of the truck I made.

 

I don't actually have a reference image for this table.  I just used the table in my apartment, and I'm too lazy to take a picture of it.


Totally the image I used to create this vase that isn't the same one I made in class from a completely different reference image that I didn't copy when I had the chance.


ASSIGNMENT 05: TEXTURED WALLS & Cool Interactive Stuff

Falling just a little bit behind on my level. I blame having to look up most of what I need to know on-line.  Anyway, let's see how it looks with a few textures...

Trucks're lookin' more trucky.  I definitely have to model the trucks, 'cause these BSPs aren't cutting it.

 


But at least my textures are totally legit!


For the most part, I tried to recreate my run from my previous post.


Probably totally accurate, but at least the tiles look pretty.


I'll definitely need to model some baskets.  Probably put some recesses in the walls for peddlers to stand in.


I don't know why I like these carpets so much.  Probably because they're the least messed-up thing in the level.


The awnings come in for different colors.  I assigned the textures randomly with a four-sided die.


What's with the shadows from these doors?  Eh, I'm sure I'll be able to fix it later.



Mysterious, glyph-covered walls?  What could they mean?  Spoiler alert: Nothing.  I was just being random.


Those dunes look a lot better from ground level...



Oh, look!  It's the video of my level!


A bit late, but here are images of things I'd like to model in Maya for my level:











Monday, March 18, 2013

ASSIGNMENT 04: MOVERS & TERRAIN

So this is a small, urban environment, so unfortunately there's no terrain deformation.  There is terrain, but it's flat.  I didn't see much point in using it for this environment, except maybe for aesthetics but I figured that could wait for later.  Maybe I'll throw in piles of sand in the corners or something.

Now movers. I got plenty of those!  Realistically, I didn't think there was much call for it if I could use crates and jump panels.  Stylistically, on the other hand, I could always have magic carpets.  I guess that'll be another texture I'll need to get.

Here's one at ground level.  I think it might be possible to have the player chase the thief out the door on the right and onto the roof of the building on the left without breaking the flow too badly.


Maybe I should make it go higher.  Jumping from the awning onto the roof might be something of a stumbling block...


I had to lower the roof of the truck to make it more accessible.  With a good head of steam, you could probably leap from the roof onto the carpet!  ...Or overtake the truck and fall behind it.


Accidentally fell off the roof trying to make this shot.  Goes up pretty high, doesn't it?  I was thinking I could also have it fly about the level in increasingly less useful ways, although that might make it something of a pain as you wait for it to get back to the start point.  Maybe if I can make it reset...


Thought I'd give you a view from atop the carpet this time.  ...Hey, what's that on the building to the left?


Oh!  It's a door!  This one's meant as more of a secret area.  Maybe I should put it a little more off the beaten path.


What the...?  It's almost like it's got a hinge or something!  I bet it didn't take you guys as long as I did to figure out how to do that.  I asked how on the UDK forums, but was ignored.  Maybe they thought it was obvious, or nobody of use actually read the post.  Apparently, if you left-click on the InterpActor, you can go to "Pivot" and select "Pivot Here."  (I prefer the one with the snapping option)  Not quite as easy as the BSPs, especially when you also need to keep the key frame selected.


The same door from inside the room.  ...I'll have to put some lights in sometime...


Huh?  What's this?  A big door on the main building's second level?


Double doors, beeyotch!  I don't know how many of you guys figured this one out, but I'm rather proud of myself.  It took some trial and error, especially since I did this one before the single door.


Again, from the inside.  I wonder if it isn't too bright in here.


There's just this room with a carpet on the other side, though...


I'm a little concerned this climb might a tad disorienting.  I already had to widen the shaft a little bit, but maybe I should just hollow out the entire dome...




 
The view from the top's not to spectacular.  I had to jump to make this shot.  The windows are just high enough that you can't jump over the sills.  I'm thinking of putting a small sky sphere around this with skyline texture so I don't have to actually build it myself.


Now that I'm done with this, I can get to work on the textures!

Also, here's some video of my project thus far: