Here is a link where you can download the project, it is in a zip folder, you will just need to install the "Prerequisites.exe" by double clicking on it, then launch the level using the shortcut "Victoria Adaptation Project"
Victoria Adaptation Project Download
Good Luck Ben with your 3rd year project and dissertation too.
Thanks to the guys from Bizarre for coming to see our work.
Salford Bizarre Summer Project
Friday 30 July 2010
Thursday 29 July 2010
Presentation
well I think the presentation went really well today!
I really appreciated the feedback that we got from the guys at Bizarre and I feel like we have both learnt so much from participating in this project and will take on so much more into the 3rd year...
Hopefully we can upload some files for Bizarre to get a hold of but other than that we'll sit back and have a well deserved rest I think!
Good luck with your 3rd year group work tomorrow James!
Ben
I really appreciated the feedback that we got from the guys at Bizarre and I feel like we have both learnt so much from participating in this project and will take on so much more into the 3rd year...
Hopefully we can upload some files for Bizarre to get a hold of but other than that we'll sit back and have a well deserved rest I think!
Good luck with your 3rd year group work tomorrow James!
Ben
Saturday 24 July 2010
Sunset Continued
Some new images, I changed the main light to directional lighting and that seems to have sorted out some of the issues I was having with shadows. I added tracks, something I've been meaning to do for a while. With the help of Ben we got some soft lighting coming from the station lamps. The telephone booths now cast directional lights; the ticket machines do too. I also added lamps to the tables in the "Relaxation Area" and I added a couple of contemporary cube fountains which I thought were ideal for cover if they need arose.
The pillars running through the first floor glass partition will be swapped out, I promise. ;)
Ben and I discussed the texture situation, that is, making them monochrome etc. We have a couple of ideas but I'm going to have to put a bit of research in first.
From this point on I'm going to be focusing on the 2nd and 3rd floors, which entails adding furniture and lighting. We have some nice ideas for the 3rd floor in particular, more posts will follow their progress.
The pillars running through the first floor glass partition will be swapped out, I promise. ;)
Ben and I discussed the texture situation, that is, making them monochrome etc. We have a couple of ideas but I'm going to have to put a bit of research in first.
From this point on I'm going to be focusing on the 2nd and 3rd floors, which entails adding furniture and lighting. We have some nice ideas for the 3rd floor in particular, more posts will follow their progress.
Thursday 22 July 2010
Sunset
Some screenshots of what I have been up to recently, some of the shadows casts strange shadows but I am determined to figure this out.
Originally I was using a lightmass volume and had a point light illuminating the entire scene. This time I removed the mass and allowed the emissive glows to light areas. I added some lights to boost this.
I chose to try the sunset theme because when I was looking through the sky domes for something a little less cloudy, I found the sunset and it seemed like the perfect opportunity to play with lights. As you can see the level looks very dark, I have a few ideas on how to realistically illuminate some areas. More screenshots coming soon.
Group Members: We are meeting tomorrow, I would like to discuss lighting in depth.
Originally I was using a lightmass volume and had a point light illuminating the entire scene. This time I removed the mass and allowed the emissive glows to light areas. I added some lights to boost this.
I chose to try the sunset theme because when I was looking through the sky domes for something a little less cloudy, I found the sunset and it seemed like the perfect opportunity to play with lights. As you can see the level looks very dark, I have a few ideas on how to realistically illuminate some areas. More screenshots coming soon.
Group Members: We are meeting tomorrow, I would like to discuss lighting in depth.
Wednesday 21 July 2010
ScreenShots
I finally got around to producing some screenshots, there are still quite a few problems with it (specifically shadows), the various lighting effects have not really been implemented in full yet but there will be more changes by friday, at the moment the player can run through the level, everything you see has collision and I added a couple of basic textures that have glows to indicate lights. I'm still learning the ropes with unreal's lighting but I should have something soon. Some more basic objects have been made in 3DS Max and I'll have them in soon, then I'll upload some more screenshots on thursday.
Saturday 17 July 2010
3D Progress Update
I've been working on modelling the level in 3D Studio Max and exporting everything into the UDK. Yesterday I realised just how bad the alignment of some of the objects were, this was due to the method I used to create the models in Max; so last night, using the old level I created as a basic guide, I began creating a new level with much better grid alignments and so forth.
Sorry for not uploading any screenshots as of yet, I'm working to make it look better before I upload anything.
Please post reference images for the shops, bar and lounge, I know we have rough ideas but they are still to be outlined. Any sketches would be appreciated, I'll try to find some time to get some done myself as well.
Note to group: A meeting will be held on Monday.
Sorry for not uploading any screenshots as of yet, I'm working to make it look better before I upload anything.
Please post reference images for the shops, bar and lounge, I know we have rough ideas but they are still to be outlined. Any sketches would be appreciated, I'll try to find some time to get some done myself as well.
Note to group: A meeting will be held on Monday.
Monday 12 July 2010
Project Update
I thought I might just add a post saying where we are currently up to, Ben is working on getting some sketchup models he has been working on into 3ds max including stairs and so on.
Today Ben and I discussed walling off the interior and having the light come in from the roof. This will provide some direction for the lighting at the same time providing a limitation; an edge of level scenario that is realistic. We have yet to decide specifically what the roof will look like but we think that it will eventually take the form of our concept images.
I have been working on blocking out the level in unreal, getting to grips with it and making sure that things look as they should when running around inside the station.
We have ideas for interior objects, they have not yet been added to the greyboxing stage but should be over the next couple of days. More screenshots and renders will soon be up.
Today Ben and I discussed walling off the interior and having the light come in from the roof. This will provide some direction for the lighting at the same time providing a limitation; an edge of level scenario that is realistic. We have yet to decide specifically what the roof will look like but we think that it will eventually take the form of our concept images.
I have been working on blocking out the level in unreal, getting to grips with it and making sure that things look as they should when running around inside the station.
We have ideas for interior objects, they have not yet been added to the greyboxing stage but should be over the next couple of days. More screenshots and renders will soon be up.
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