Wednesday, October 3, 2012

Chinese Architect Completed


Throughout the entire quarter of modeling, texturing, and export and import everything in the unreal engine, I was able to complete my chinese architect area and it's starting to look good. I made little of things from last update of my project posted in the production blog. One of those changes I made from the last update was apply colllisions, and blocking volumes for each static mesh. These would allow to block a path wherever the player goes to. Apply collisions, and blocking volumes really didn't take me that long since it only took two hours. The next thing I change was adjusting the tiling of the ground texture. The thing I found out while I was trying to tile the ground texture was that it was made out of a static mesh in which I couldn't get how I want the ground to look. I deleted the static mesh that I made in Maya, use a cube brush to create a new mesh, and apply the ground material. Now the ground is starting to look exactly like I wanted. The last thing I made for my environment was to make the lighting.  I made an rgb texture from Photoshop where I took a snapshot of my environment UDK. The idea for this project was to make my environment look like it's coming from a sunny afternoon.  I also added some point lights, and a skylight to fix up the darkness in some areas along with the inside of the dojos and houses. The whole thing took me about five hours to get everything the way how it should look.

Much like how I did in Maya, here's everything that's in the engine:

 
 
 
 
 
 
 
 
 
That's all I had to keep up to date in this blog though. I made such a progress with this project throughout the whole quarter, and I hope everyone including game companies would like everything I had put into this environment.
 
 
     

Unreal Chinese Architect

 
After spending the entire quarter modeling every single static mesh in Maya, I was now able to bring everything in UDK. I imported everything from what I made in Maya over to UDK along with the difuse ,specular and normal texture maps that I made in Crazybump. The time I spent arranging, as well as apply textures for each of the static meshes took about eight hours. There's still left to be done now that I'm working in UDK. So expect my final post of the project to see how everything turn out.