Thursday, March 18, 2010Game Demo Environment Design
The milestone3 delivery is done! The demo can be downloaded here. The .exe is located in bin/win32. There are 3 versions with different resolutions. We might do some tweaking before the presentation next week. Other than that the group is now working on all the documentation for the project.
Saturday, March 13, 2010Game Demo Environment Design
I have started lighting. I am using 8 lightmaps for the scene, 4 for the outside part, 2 for the inside, and 2 for the cave.
I have also made a new collision mesh. Fredrik was unhappy with the one I’d done earlier. Apperently there had to be a hole in the groundmesh where trees and stuff where placed or the characters would walk through them. I also started creating the “flags”, using Magnus designs.
Friday, March 05, 2010Game Demo Environment Design
I have now textured everything in my scene. I’m still not satisfied with everything, but i will have to start lighting now if I am to get done in time. If I’m fast at creating my lightmap UV sets I might take a day or two to add some small things or rework some textures.
Saturday, February 27, 2010Game Demo Environment Design
I have textured almost everything in the level now. Next week I will texture the last objects, redo some which i’m not satisfied with. I will add a couple of small objects, and I will hopefully be able to start preparing for lighting at the end of the week. Creating my uv spaces for the lightmaps etc.
Friday, February 19, 2010Game Demo Environment Design
This week i have been texturing. I have had some problems with UV mapping being boring. =)
Other then that it’s going smoothly at the moment.
2 screenshots from nebula viewer with a very simple lightmap.
Saturday, February 13, 2010Game Demo Environment Design
This week I have been modeling some more. I have been experimenting some with Nebulas particlesystem. I have also done some more tests with dynamic shadows and lightmaps. I decided after the first week that I will only use lightmaps for the level, but we will probably use dynamic shadows for the character. I had some problems with my alphaplanes not casting correct shadows. I got shadows for the whole planes instead of the alpha texture. Luckily google solved this for me =), by using surface shaders and the blendcolors node i now get nice shadows in Maya which I can create my lightmaps with.
particletest in Nebula
lighttests in Nebula
Friday, February 05, 2010Game Demo Environment Design
This week I have started modeling the level. I have also done some more tests with the shaders in Nebula. I have a small problem with my alpha textures, at certain angles they get a white contour in Nebula and i’m not sure why. Next week I will continue modeling, hopefully all the objects in the scene will be done to milestone 2.
Friday, January 29, 2010Game Demo Environment Design
This week i have been trying out nebula. I have been testing the different shaders. I was pleased to find out that nebula supports layered shaders.
It will help me a lot when i texture the big areas in the level. I have had some problem with lighting. The lights in Nebula don’t behave as I’m used to, but I’m sure I will solve it. I have also created some plantgroups and started to model some objects for the level.
screenshot from my testscene in Nebula.
Monday, January 25, 2010Game Demo Environment Design
First week of the project is over. I have completed the first version of my project plan, done some research and started some basic planning of the level.
This week I will be doing a lot of tests in nebula to see what is possible to do and what’s not.