I felt it was important to show off our work all together in UDK at the end of this blog. Therefore here are some renders of our scene with lightmass and all my props added in and aligned so the game is playable.
Security Cameras
Above is one of my portfolio shots of the low poly security cameras which i made. I know full well that the textures arent anything detailed but we wanted to make sure they got into the scene and in turn i had to push for what could be acceptable in the timeframe. Having said this the only reason i have used such a low resolution is because from the height you would see these cameras and because of our darkened scene you can only just about see the cameras texture.
Fire Hydrant UDK
We wanted to keep this texture as simple as possible just so the Vidran company logo stuck out more as you ran past it in the game. Therefore I didn’t go for anything over the top and just mixed up some different textures over the top of each other and some colour variation. For such a simple texture I think the final model turns out quite nice.
Air Conditioning Unit UDK
I needed to spend quite a bit more time making sure that the air con units looked old and worn but still not hiding too much of the design. Seeing as the model was so simple i created a normal map to try and bring out some of the vents and grating of the model. I’m quite happy with the outcome of this diffuse map seeing as it actually makes the model look quite good in UDK, especially from the angle that the player would see it from.
Shacks in UDK
We knew straight away that the best way to get our work looking as good as possible was to set up UV sets so we can apply the required textures across whichever appropriate assets. I thought it would help the scene dramatically if we used both mine and Chris’s textures across the shacks so that it looked like it varied and not just the same texture scene over and over. Therefore if we laid out our material sheets the same this could easily be done in UDK. Therefore as you can see in the images below of the scene renders we have both mine and Chris’s textures in varied designs across the majority of shacks.
I wanted to make sure I didn’t do a metal texture that was just the same as the one we already had so I went with a more basic wood style. I couldn’t add too much detail to the wood in case of it standing out in weird lines across the shacks. Therefore I’ve gone for a much simpler basic design and added more detail into the rusted metal and dirty white material.
Fire Escape
We weren’t sure how detailed we needed the fire escape to be for the scene because it was going to be unreachable and quite high. Therefore I thought it was best to make a low poly with planes and just bake a high poly onto this at a later stage. As you can see there it a huge difference in polygon count and detail so it was a good decision to create a low poly version. I came across quite a huge problem when actually trying to line up my fire escapes with more than just the one building. Seeing as the buildings weren’t built with the fire escapes in mind we had areas for window frames and columns that meant I couldn’t use the same fire escape across different buildings, which was originally desired. Seeing as time was becoming an issue we decided as a group it was important make sure everything that was important and built up the lower level of the scene to be textured. So the fire escape had to be left until after the texturing for everything else had been done.
Drainpipes
I created some drainpipe pieces that could be fitted together depending on the design you wanted to make alongside a building. They are all relatively low polygon and therefore could be used alongside multiple buildings.
Wall Electronics
A very simple wall pipe and electric box taken straight from the design seen in many games. Even though we hadn’t planned on anything like this going into the scene I felt I should make some smaller assets that are normally unnoticed in games just so we can make it seem more believable. It was only a very minor”project” and therefore didn’t take any time at all to complete for the advantages it could bring in the end.
Adapted Fire Hydrant
Like with the cameras James managed to do a design for me when i was creating the fire hydrant so the overall modelling wasn’t really difficult. What took the most time was trying to get it so I could make it low poly but still look as round as possible and with all the additional features of the futuristic design. It took a few varied attempts with softening the normal’s and minor redesigns to get the final model, which for the size I think has turned out quite well.
Air Conditioning Unit
We knew the air con units were an important feature to add into the scene just to make it all look like it was an overpopulated, heated up city. It also makes all the surrounding buildings looked as if they are lived in and not just blank windows that seem dull and lifeless. Therefore I have created an air conditioning unit which is under the 200 tri limit which I set myself. As you can see from the image I have made a high poly air con unit as well just in case the model needs a normal map in the texturing stage. On the high res model i have incorporated a metal cage over where the fan would be you just cant see it with the ambient occlusion shader that's on the models in the pictures.
Low Poly Lights
One of the concept arts we had to work from of the environment showed some red and yellow lights hanging from the train tracks above. Now even though this was only a concept I thought I should make some really low poly lights just in case we needed them to light up our scene a little bit more at a later date. The picture shows the main extent of what the model is, obviously without any real texture or light source seeing as if we use them that can all be done in UDK.
Vidran Logo
Looking over James’s concept design and through previous group discussions we knew that we wanted to area to look as if it was under control by a large “suspicious” company. Therefore from the original concept art I created a large company logo that could therefore be used across any of our textures or if we needed them for decals in UDK.
Wall and Roof Cameras
I made some simple designs for the cameras based on some of the styles you can see around shops and city centres now. They were very low poly and consisted of a half sphere with a base. Even though they looked viable as a camera they were too small for the scene to actually be able to see them and they didn’t really fit in with the semi-futuristic scene. James made some concepts which were much bulkier and looked as if they were put there with the design of being there for a long time. I changed my design to fit in with the concepts and made one that would also fit on a roof bracket.
Storage Shack
Even though it's not seen in the concept art after me and Chris had seen the shacks we had both made it was apparent that we needed to add something that just looked like it was covering objects so the shacks that were built weren’t just for accommodation. Therefore i got onto the task of creating a storage shack that didn’t just look like a single sheet had been chucked over. As you can see from the picture i have added in a few of my breeze blocks and Chris’s cardboard boxes to add a level of variation in the design.
I think the three shacks that I have modelled have turned out surprisingly well. It took me quite a while with all of them to make them look as if the separate objects actually lay on each other and would be stable enough as a household construction.
Couples Shack
Like with the larger shack I kept the same method with making everything all messed up and constructed by people just trying to find a place to live. I wanted to make this shack slightly small so we could have it fitting around the larger shack and alongside any shacks that Chris Edwards has made. I felt it was important to make the shack look lived in so I added in the covered up boxes on top seeing as there wouldn’t be enough room inside the shack to keep many personal items. For some areas where it was possible I managed to duplicate certain pieces from the original family shack, which proved as a time saver as well as beneficial for making sure our scene would run in UDK.
Family Shack
Seeing as we wanted to make sure that we worked as a team and used a professional workflow I felt it was important to create some shacks that came directly from James’s concept art. Therefore as you can see from the image I have gone for a large doubled up shack that could hold a family. I wanted to make sure that the shacks looked like they had been mixed up from various materials and therefore I have overlaid different objects and not made anything look too straight and formal. The one thing that I kept in mind when piecing this entire shack together was to keep it as low tri as possible without losing any detail, which is a method I have kept in mind when creating everything for this UDK scene.
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