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Final Presentation!

May 16, 2011

The final presentation for the project is tomorrow! the group has put together a good working game so far, but there is always more for us to do, i wish i could get more props into the environment but i couldnt get the rest of them made and textured and put into the game which is a shame, if we continue with the project i will put alot more props into the game to give it a bit more depth.

We’ve all prepared ourselves for the presentation coming, we just hope that we’ve done enough, i believe that we’ve made a very entertaining game but we never know what someone else may think, we can only hope they enjoy it as well!

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Generator

May 16, 2011

The generator is my favourit asset that ive made for the project, it works very well with the game and can be put on any surface making it incredibly versitile and useful, being able to be used in any room.

The texturing on the generator also had a self illumination applied to it to make it glow red, however since we dont have unity pro the effect isnt complete, which is a shame because the way that the generator looks at the moment is great but if the Self illumniation worked it would look so much better.

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Command Tower!

May 16, 2011

Im pleased with the command tower prop, its the biggest prop in the game and it was the worst for me to map and unwrap becasue of the amount of details on the model, but it looks good in the game environment and the texture on it works well, the blue screen with error text on it made me laugh however, even in the future the computer consoles blue screen haha.

Below is the images of the prop now, both in clay render and in its textured form.

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Lights and Wall Switches

May 16, 2011

The lights are now modelled and textured to fit the level and i believe they work quite well, the roof light works well however the wall lights look a little too basic, however they were meant to look basic, just a little upsetting they dont look as good as the other lights.

The wall switches have been made and implimented into the system, which now works correctly and only lets the players go through doors if they have the correct coloured Key Card which you get from the bosses in the game. if the player has the correct key card the lights will show green, however if they have the wrong one it’ll show a red light to stop them progressing without the key.

Below are the images of the props made for the lights and switches.

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Doors, Stasis Pod and Lockers

May 16, 2011

I have modelled and textured all the doors that are used in the game now, each one has a specific colour and will only open if you have the correct key card matching its colour.

The stasis pod has a self illumniation map on it, to make the pod glow better in the environment, however ive just found out that it only works with unity pro, which we do not have at the moment so i was disapointed that its not as good as i made it.

The lockers im rather pleased with because of the colour and amount of rust used on them makes them look very realistic and work very well in the game envrionment.

Below are screenshots of all of the models made so far

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Props Updated

May 16, 2011

I have been able to model a good amount of the props so far and the texturing on them seems to be working quite well with the rest of the games color scheme.

Below are some of the props i have already completed, these are all the easy and basic props, enjoy!

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Assets List!

May 16, 2011

Since Paul is making good headway with the 3d characters ive been able to make a good long list of props to put into the game, ive started to model a good amount of assets just to test to see how well the props work.

I will i modelling the following assets:

  • Doors
  • Crates
  • Lights
  • Stasis Pod
  • Generators
  • Command Tower
  • Wall Switches
  • Pipes
  • Consoles
  • Lockers
  • Tables
  • Vending Machines
  • Wall Vents

this is a good amount of props to put into the game and a good work load for me to complete, i will texture all of these props to the same colour scheme that is being used for the environment and the characters.