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All posts for the month February, 2015

Daniel Rocque:

Here are a few more assets! The floor panels were done a while ago but never made it into the first asset post. The floor is first made with a tileable texture of the panels with a few missing ones, I can then add the loose panels assets onto the floor for height and variation in patterns.

I’m still tweaking the metal attributes and scratches on the pillar and I’m going to add a relief to the middle metal piece going up the pillar but other than that it’s done.

The character models lowpoly (seen in the picture) is UV mapped and has it’s base normal map on it. Although due to the delays last week he is yet to be textured. I’ll wait with the texturing until I have finished up this weeks assets  since I don’t want to rush though it too much.

PS. Some of Daniel Ax’s assets have yet to be implemented into the current level build so there are still a lot of placeholders in the pictures below for things that are done (like the prison bars, tables and so on)

mountaintileable_floorfloor_panels treant wip pillar

Daniel Ax:

We’re still hard at work with the asset creation, I have for the most part finished all the furniture, right now I’m working on the torches and windows for the hallway.

Our common issue with grading in the normal maps have popped up again now and then, meaning that some assets need to have their normals re-baked. Although time consuming to a certain degree, this have also taught us a few valuable lessons about baking normalmaps and how to avoid this issue in the future.

Daniel Rocque:
It’s been a while but I figured I would give a tip on a useful script. Two weeks ago when making the  floor panels I first created the square ones that would be used to create the tileable floor texture as well as the loose stones that can be moved around freely. When I got to the Main rooms circled floor I did not want to remodel the entire “tile collection” I had, so I used this little script in Maya to curve the stones in circles.
It was simple and easy to use and I got the job done fairly quickly. I definitely plan to utilize this script in the future!

Here is a link to the script:
http://lesterbanks.com/2014/12/streamline-hard-surface-modeling-getbent-script-maya/

getbent

We are finally in the production stage of the project.

Now we will focus on creating the assets to replace all of the placeholder ones in the current cinematic.

Daniel Rocque: I’ve had a bit of a “rocky” week so far. Focusing on creating wall textures, stone tiles, floors and stairs.
I ran into a issue when I baked my normal maps on things with 45-90 degree angles that resulted in a grade on my normal map. I then had to add some geometry or seperate the UVs and Harden the edges to remove the grading issue. However some of the issues still remained and I had to paint over some parts of the map to remove hardened lines.
Maya did not seems to have as much of a problem with the graded normal maps as a posed to UE4. Which is why I think I never encountered this issue before.

It was too bad that this issue did not show itself during the prototype weeks since I am now a little behind on the schedule but am confident I will catch up in no time.

Daniel Ax: I’ve managed to keep up with my schedule quite well and I’ve been hard at work with creating the chains, shackles, cells and furniture this week. So far everything is coming along nicely, however a few objects, such as the shackles, need to be tweaked a bit before they can be considered “done”. I’m currentely working on finishing the baking of the lowpoly chairs and benches that will go along with the table. This upcoming week I will also get to work on the torches and windows.

Here’s a sneak peek of a few of the assets we have worked on so far!

 

bloggpic_cell bloggpic_chain floor_asset

We are currently in the Preproduction stage of the project.

This past week we have been researching the technical aspects of Unreal Engine 4 (UE4) and created a basic layout of the level inside UE4.
We now have a better understanding of UE4 and will implement our research into the level next week.
The main things we have been researching are:

  • Texture workflow with Substance
  • Camera movement
  • Sound implementation
  • Particle effects
  • Lighting in UE4

door_substance_designerdoor_substance_painter

We have also been drawing up some basic concepts while creating the layout of the level.

imprisoned_comp_02main_room_concept_03

 

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