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Thursday 7 March 2013

Blood Alpha decals

Some decals hand painted in photoshop, very basic and rough, solid color values for now, will probaly give them some texture and realism later near the end.



HUD Progress

First build of hud in progress.


HUD not running in UDK, this is just a photoshop of the hud in place for visual mock up. still running into problems with getting the unreal script sorted out to implement it fully in UDK with funtionality
















Sunday 3 March 2013

weapon pickup in blank package+busted pipe flame

http://www.youtube.com/watch?feature=player_detailpage&v=l7tQfKGNKE0
 
hospital_bed
 

 
pipe_valve
 
http://www.youtube.com/watch?feature=player_detailpage&v=HAuzFfqVdL8

Final AI!

MWHAHAHA taste the wrath of the killer creature Ai, with random patrolling, a fall off range so the player can out run him, two speed settings lurking(walking) and chasing(running) also patrols to noise if heard so even if the player is behind walls it can patrol to it's location by choice, just awaiting the enemy model and animations now.

Friday 1 March 2013

Ice Cave progress

All using static meshes for now,  some meshed not smoothed here, just a UDK import and test for scale. figured that it may be a good idea to use landscape in UDK for the floor of the ice cave instead of static meshes, as here the floor meshes are not undulated yet, i havent gotten around to it, i think it would be definitely easier and save time with landscape. and time is of the essence now.