Hey guys, I'm working in a UT3 full conversion mod. The project lead plans to go to a london game festival and show the demo.
My task is to create a dock with crates, flagpost and flag - with opacity masking.
So, I have almost finished the flag and just a few minutes ago I put it into my test map.
The concept below is a very rough sketch.
I'm going to create a small section of the bridge and then it will be tiled in the scene for the actual game.
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Good luck!
~P~
If you're not already doing it, always check your scene and props against a character while you work to check the scale.
Congrats on finding a team to work with btw, looks like you guys are past the planning stage
We're have the basic idea down and we have a pretty proffesional game document which I was impressed by.
I think its full on asset building now. Yay.
Achillesian, you are looking for a ut3 mod team? I'll refer you to the project lead.
that said, i think it could stand to be either a bit taller or thinner.
personally, i think the base could be more interesting than a simple cylinder. a lot of lamp-posts/poles have octagonal bases, which add a bit of visual flair. diggit:
Well, I'm going to be doing many detailed assets later on. This flagpost asset is not going to be seen that much.
I'm really excited about the fact that we're gonna have our cinematic intros.
This guy has a Hons in game design or something. Hopefully he knows what he's doing I've reffered you Ach btw.
Yup, that makes sense, good point.
Ya'll know I need a break in a good mod team so I've taken props and hardsurface!
Part of the bridge which will be cloned and such to form the dock.
(Light weakens normals in that shot)
Whats the work flow on the wood; Google "wood", put result in crazybump? Not that that's totally wrong. I mean, we all get it, wood equals brown and grain.
I have a feeling those docks are going to be more about the modeling itself than the material. As stated, it's wood so it either looks like wood or it doesn't. Your result looks like wood. One thing that's going to be imporant about conveying the docks is very plank must read. Make every plank have value, focus on silhouette and recognizable shapes.
Here's a few example images of what I mean. Each of which could be represented in a simply low poly mesh.
http://farm2.static.flickr.com/1367/1189519100_56fd88abc1.jpg
http://image64.webshots.com/164/9/84/77/442098477xVuUKI_ph.jpg
http://media.photobucket.com/image/rickety%20docks/adekeijzer/A%20Foto%20Blog/LakeAtitlan.jpg
http://designsimply.com/gallery2/d/509-2/Dock_and_Sunset_5295.jpg
http://mythicmktg.fileburst.com/war/us/home/images/conceptart/WARca0207_03.jpg
Yeah, about the flag post. Its not even half done. I threw it in and didn't think of the scale.
Also, I've made the wood tileable (it wasnt in the screenshot above) do you know why in Unreal ed I cant ..its hard to explain but.. how I can't get the best of moving my mesh around? For example, I'm trying to make it tilable but it sort of snaps in the other object and when I push it out its too far. Yeah, thats the problem.