Monday 30 March 2009

Final ScreenShots






















Monday 9 March 2009

Update again


This is the result of concentrating on a smaller area within the level. not finished yet though! still nees more griming up, uneven-ness and more filling out!




Monday 23 February 2009

Tuesday 10 February 2009

Why! Tinternet! Why!

After a morning of spluttering over my computer. I have realised that the programme I wanted to use was not really liked by our Internet at home and so this is what this blog is in aid of.


I apologise for the bad screen shots but it is better than none.



This weekend I completed the Market Texture : Saturday


I textured the Telegraph Pole: Sunday





Finished Building and textured the wooden Taxi Hut: Sunday



Redid the unwrap of the Bench and half textured it: Monday


(cant find an image of the end of the wood)



Built the Roundabout for the mermaid statue. Renaming it as Mermaid_Roundabout: Monday

(That only really took a little time, but boredom set in)


I also made a cruciform of the olive Tree for Cactaur: Monday


(Need your opinions on it)


Today I have a large supply of water and a nice cup of tea provided by Slaney. So that I can build and texture the Taxi_Box_Post. And if I can find the correct reference I will finish the texture for the Bench.

Monday 9 February 2009

Guuuuuuuuuuuuuuuuys if u paid attention to our asset list you would know ive made 3 diff road blocks to put into place lol :P 

 Before unreal undid my asset placement i did put road blocks and arrow signs in places to direct the player the way we want them to go, so dont fear,. it has been done,. it was just undone but can easily be redone!! ah ha!


Unreal Continued....

Yes you are right, it will be fine to just have varying textures for the buildings, colours and so on. Gardens are a great idea, but we will have to think about how we can distribute the work between us, or wether or not we do a whole garden each?

Also adding another type of road block or making the road look as though it becomes pedestrianised, would be a simple way of directing the traffic round to the market. Also it would make a nice spot to put a few parked mopeds.

Something I have been thinking about this weekend. Are either of you considering litter in the level? , as this is something that we have not yet touched on.

From a point of realism you will always have a small amount of litter or rubble about the place, especially down the backroads or at the side of some shops.
Also here are some screens of the shop fronts for the Market:

Saturday 7 February 2009

Unreal feedback

OK I've had a look at the Unreal level and shifted some stuff about and I think there's a few key things we're missing. The parts where you drive around and get to the variety set pieces like Cactaur and the market hall are really nice, but we need more buildings to bulk it out.
I think we need:
- More generic apartment buildings. We already have the shapes, I think we could just tweak texture pages and add different shops at the bottom and be OK
- A couple of ground level shops like the ones at the corner by the roundabout
- We need to make lots of foliage fairly soon to put down the sides of some of the buildings. Some of the single story apartments can also have gardens to set them back further from the road and add variety.

I think we should also force players to drive through the market hall rather than giving them the option of going straight on to the roundabout. It means we have to make less and makes the route a bit more interesting. We could block the road with the work in progress signs and put a couple of big sand piles down there.

So I'm thinking in the week ahead if we get some more building varieties done. I have the green and orange weird building half done, I know Caz has started a blue and white building from the seafront, and I've made a hotel with shops that isn't in the engine yet. If we all produce a couple of new buildings each, we probably won't need anything else.