Thursday, 6 May 2010

Modelling

Modelling and texturing the Island

Modelling and texturing the Factory

Modelling and texturing the Bunker

Modelling the Characters

The characters took longer than I expected to do as of not having any character modelling experience lots of tutorials had been used to create the end designs.



This Screecher Model was created using box modelling starting with a subdivided cube and shaped using tools such as extruding, loop cutting and proportional editing to receive the end shape of the model.



These other designs were spine modelled by starting with a plane and mirror modified across to then create one side of the face to save time and give accurate results I had no difficulties using this method although it was very time consuming to manually move vertices's, edges and faces into the right position.

Wednesday, 5 May 2010

Sunday, 2 May 2010

Tutorials/Materials/Software Used

Tutorials Used

Corridor Scene/Game Trailer:

Tutorials used
http://www.vimeo.com/9853432
by Andrew Price

Materials used
cgtextures.com - Textures used for the corridor scene

Modelling:

http://cg.tutsplus.com/tutorials/blender/character-modeling-in-blender-basix/


Characters:

http://cg.tutsplus.com/tutorials/blender/character-modeling-in-blender-basix/
http://www.blendercookie.com/2009/11/14/model-male-base-mesh/


Environments:

http://www.youtube.com/watch?v=IhLuA5kpn2Y

Rigging:



Texturing:

CGTextures was used for all the textures used throughout my project ideas. The tutorials were also used from this site to enable me to be able to blend to textures together before then applying to Blender.

Lighting and Rendering:

http://home.elka.pw.edu.pl/~mskrajno/tutorials/lighting/general/General.html
http://yafaray.org/documentation/userguide
http://www.blendercookie.com/category/all/tutorials/rendering/

Software Used

Blender 2.49 and 2.5 aplha versions

Blender 2.49 was used for the modelling
Blender 2.5 was used for rigging as the rigging tutorials prefered using the alpha build as the new Blender has a more acurante auto weighting function for easy rigging. This took a while to learn mainly because the interface has completly canges than to the old versions and had to learn to adapt to the new version.

Yafaray

This software took a while to learn to get to grips with but as I was using it for multiple projects I soon got to grips with it and learned quite a bit about lighting and enhancing renders.

Microsoft Project

This was used for the creation of my Gantt Chart

Photoshop

Used for merging textures

Thursday, 29 April 2010

Vehicles

Heads Up Display First Person Design



This is an idea of how the game will look with a basic HUD using as little display icons to give the viewer a clearer more realistic looking screen. In the top left is the current battery power of the torch, the bottom left are the online players currently playing in coop and will display a voice bubble when an online player is communicating online in game chat. Finally the bottom right will be the amount of ammo the player currently has for the particular weapon they are currently using. there would be more interactive display icons with in the game when interacting wether it be opening door or healing a player with a health pack only appearing when close to a door or player for example.

Wednesday, 28 April 2010

Logo Designs

Enemy Designs - Military




This is a model being used as the russians to help demonstrate the gameplay.

Pyro



The pyro uses a flamethrower its primary weapon and has very heavy bullet proof armor with two high powered lights they are the soldiers that are the prepared defense of the russian soldiers built for repelling the Screechers. The two lights are used to defend against the monsters and to blind players especially those currently using night vision.