11 x 17

Final11x17_v1

Luke Brubaker-

I was going to wait for William to come into class today to put some stuff on the template he had been working on, but I've elarned that he will be late to class, so I've whipped up another 11x17 placeholder template that will have to do unless William comes to class early enough to fill in with the real one.

Attached are two possibilities - not sure which I like best. One has more information, but I'm afraid it could be too busy. The other has a greater emphasis on the screenshots and is more streamlined, btu I'm afraid I've blown up the screenshots so large the quality might not be as good as it should be. I'll wait for input from my teammates to make a decision, and hopefully print before class.

Screenshots and stuff, hooray!

Luke Brubaker

Hello blog! Been a busy week. I've been working on doing some testing on the level, little bug fixes, and polishing the graphics a bit, adding fog and some post-process effects. I've also worked on the materials some more to add more variety. I also added a particle effect - a broken, sparking light in one of the darker rooms.

After all that, I cooked out the installer package for the game, recorded a few FRAPS movies (which could be better - sorry) and took some screenshots.

Here are the videos, and down below are some screenshots of how it's looking:


Also, we had been working with an ever-changing mesh list over the course of the project, but for some reason none of the iterations were ever uploaded, so I've also attached the final mesh list

Click here to download:
golden_keycard_meshlist.xls (31 KB)
(download)

(download)

Music Update

Since most of the UDK work was being occupied I decided my time was better suited designing the sound effect and ambiance background music. The program used is called Fruity Loops. The screen-shots below (or above, whatever.) are visual diagrams of the notation for all five layers of sound that compose the track.

Take note of the piano vertically on the left, its possition changes with each layer but "C" is written on the appropriate octave keys to enable you to get exact notation.

(download)

Luke Brubaker materials

Luke Brubaker-

This week, I was supposed to texture everything and set up materials. It was a very labor intensive week.

Basically, I started off by baking normal maps and ambient occlusion maps for all my models where I had a high and low poly mesh. For some meshes that needed some extra punch I also baked a second ambient occlusion using only the low-poly meshes, to get some bigger shadows happening. I used the ambient occlusion as a template for all my textures, and applied appropriate textures I had made to certain parts of each object in photoshop. When I got some flat textures down, I would use a filter to generate another fine detail normal map and overlay it over the normal map that I baked. Then I'd continue to refine the diffuse with shading and such, make a specularity, and make alpha/emissive/etc as necessary. Every object has at least a normal map, specularity, and diffuse. I also did some fancy stuff in unreal with the materials ocne I got them imported.

I took a few screenshots of objects with the materials applied.


(download)

Finalization of Modeling

In the finalization phase oh modeling, I have centralized the assets of both railing types into the one specific the lower railing would be, I also went ahead and created a platform where the generator would sit as for Luke's request. In addition to that, I also created the high-poly version of the Fork-lift for baking. My next effort this week is to create sound effects for the following processes:

Door Open
Door Close (I don't think this will be necessary, now that I think of it, when do we have a closing door?)
Electric Buzz (for the generator)
Spark Plug activation
Box Drop
Grabbing noise

(download)