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Thursday, 24 January 2013

Lights, pipes and keycards

A selection of lighting and piping assets for the level, the piping includes a grimy brown, dar ksteel and copper, these also all have a curved section design for them so complex weaving piping can be created to lead players certain ways, the lighting will come from this set among other assets, and a key card asset to control doorways passing.

weapon and ice set up

http://www.youtube.com/watch?v=cZRjHaMmqKs&feature=player_detailpage

a2 bio safty cabinet


Friday, 18 January 2013

Main menu mockup design

http://www.youtube.com/watch?v=8mI6eAlRqMk&feature=youtu.be

alot of things are not final in this, its just a idea and mockup. such things as the snow being properly animated, frost accumulation and text and title animation.

Sunday, 13 January 2013

Thursday, 10 January 2013

Monday, 7 January 2013

ice cavern modelling

For the ice cavern i have began to model out base meshes in maya in sections, the plan i have for this is to model the whole section then break it down into walls roof and floor and if the time arises take them into zbrush and sculpt further detail into them to create ice flow and direction to the cave so it looks much more realistic in terms of formation, this would then be applied as normal maps and maybe height maps for parallax mapping.



 this is the first small cave section where the player wakes up in, running in UDK with a bright light setup, as a horror game and the fact that the cave is deep under the ice it will be darker, the hole in the roof is where the player falls through so the light will coming from there for this area and create a high contrasted light set up which will probaly result in light shafts with a little light bounce from the surrouding ice.


here i have messed about with the light setup more to create the feel the game and environment needs. i feel this is correct in terms of how it would be lit but as a result the cave seems hard to recognise it as a ice cavern and looks more like rock or maybe underwater scene. but its just a result of the lighting, the material is unchanged from the previous pic so im not sure how to go about this. maybe some tweaks with lights or the material could help the scene.

Ice material secondary.

Aswell as the ice material for the caverns i neded to come up with a material for the interior which would be more transparent. i could just use the same one but the ice cavern material isnt transparent, and making it so causes a few visual defects in the realistic look of the ice cavern. sub surface scattering will likely be added to the cavern material to give it the transparent look it needs with a inner glow, but for the interior facility this 2nd material is what im going for. it is based off the original with some added tweaks such as transparency and camera vector distortion to simulate refraction of light from the objects behind/underneath.






Sunday, 6 January 2013

Engineering room Assets


Two asset pages for the construction of the generator room (engineering) the first images shows the fusion core the whole complex will run off of, suspended above an abyss venting it's power all over the facility, showing the textured quality and detail level, the bottom is a few objects that will appear within the room and else where, a load more of this is to come.
P.s. I could of done far more over the holiday *Insert sad face here*

weapon pickup, power swith and weapon hook up

 
 
 
 
weapon pickup
main power switch
 
ice axe to socket plug in
Inverted Microscope


 


 

 
Tissue area with fridge and glass flask
 
Glass flask

lab room

 
lab testing area
 
tissue testing area
 
textured tissue testing area
 
bloody hand prints on wooktops
 
tissue area in udk