tag:blogger.com,1999:blog-64513251097384153672024-03-08T02:24:45.532-08:00Berts Blog For Game CreationA Blog about all the stuff I am doing for game design. This includes 3D modelling, Motion capture, Multi-player map creation and other projects Game related. Software I use are Auto-desk 3ds Max, Motion builder, Photoshop, Unreal Editor for Unreal Tournament 3 and other similar types of software. I don't pretend to be any good but I am documenting my learning including my mistakes with the aim that you may avoid or learn something too Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.comBlogger21125tag:blogger.com,1999:blog-6451325109738415367.post-71648550632084286242017-04-07T12:50:00.000-07:002017-04-07T12:50:54.784-07:003D PrintingSo at work we had a bracket missing on one of the machines and was asked to model it so they could print it on their 3d printer.<br />
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The model was fairly simple but after printing a few problems arose that i thought would be good to mention for any one else modelling for 3d printers.<br />
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Below is the final model.<br />
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Before this final version there was 2 errors one being my fault and another because the printer does something I was not aware of.<br />
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The first was when I added some loops to Chamfer some of the edges I some how reduced the size of the wing clips on the sides and never noticed the mistake before exporting.<br />
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The second and the one I wanted to share with you was when the printer prints out the model the base is squashed.<br />
This means even though i set the entire model to 1mm thick the base ended up 0.5mm meaning it flexes a little too much.<br />
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This is some thing that definitely needs considering or checking before printing as it will cost time and money. Too solve it i simply I made the base 2mm.Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-67671446953986347112017-03-16T14:26:00.001-07:002017-03-16T14:26:36.461-07:00Game assets - Pirate ship placeholderOne of the levels we will be designing for The Forbidden Island will be based around Pirates and so one of the assets I have been tasked to create is a Pirate ship.<br />
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Still being new to Blender I decided a simple placeholder would suffice for now whilst I continue to learn.<br />
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Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-17303337182707815812017-03-16T14:18:00.002-07:002017-04-06T16:04:26.542-07:00Udemy TutorialsTo get a grasp on Blender, Udemy first teach you the Interface of blender and how to get around. Eventually they start teaching you how to use primitive objects to create things and box modelling. <br />
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Below are a few examples of this.<br />
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A cube into a wedge<br />
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A cube into a periscope<br />
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The above gave the necessary skills like extrude, attach (join in blender), Weld (remove doubles in blender) and using the 3d cursor.<br />
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Next I had to take those skills learned to start creating a Mayan Pyramid.<br />
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This Tutorial added to further skills like Edge loops, and arrays. I was then asked to go off and make some things using primitive objects and the skills learned of things around the house but to keep it simple.<br />
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So as per I went overboard. I decided this would be a great opportunity to create some place holder game assets.<br />
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<span style="color: red;">Section 4</span></h3>
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The challenge for this section was to create a Low Poly Chess Board.</div>
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Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-33809892822640069022017-03-16T13:48:00.001-07:002017-03-16T13:48:14.567-07:00Blender and UdemySo during this process of designing stuff for a game we decided that this game would eventually be published. The problem with that is I am using a student version of 3ds max and looking at just a 1 year license would cost £1800. Our budget is currently 0 pence so I needed to find a way.<br />
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Blender is free (Happy), but I have never used it and have only used 3ds max for my 3d work. After downloading Blender and hoping my experience with 3ds max would help me navigate around did not pan out.<br />
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After trawling through YouTube I decided to pay for a course in blender on Udemy.com. At only £10 I have access to exactly what I need to get me up to speed with blender and not waste lots of time simply searching for tutorials, obviously I am still going to use YouTube for tutorials but this course is helping massively.<br />
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At first I figured Udemy would be a waste of time as I already knew how to model I just needed to learn Blender but as I dived further in to Blender I realised that starting from scratch was not a bad idea as it is vastly different from the Autodesk suits.Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-76003526652254305932017-02-28T16:21:00.002-08:002017-03-04T16:42:52.971-08:00Oil Lamp - Game AssetStarted modelling assets for a game and needed to create a Oil lamp for our boy character to hold. So far I have quickly modeled out a high poly lamp using splines with Lathe modifier, and some box modelling techniques.<br />
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I then quickly added some materials from the raytrace and mental ray materials in 3ds max for a quick test render<br />
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So I have spent the evening experimenting with particles and have managed to make a flame with smoke and sparks but 3ds max animation keeps freezing and the render don't seem great so I will wait until It's imported into Unity to see what its like before tweaking more.</div>
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I then added a Omni light and experimented with animating a flicker.</div>
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The render seemed a little bright and that is because I set the multiply to a crazy amount. The next render is the same Omni with the same setting but I reanabled the sun light I created for previous renders which I hoped would drown out the glare some.</div>
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I decided the flicker was just too bright so I added 2 omni lights. 1 to keep a decent light distance so the player can see and one for the flicker at a much reduced brightness</div>
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A larger render with a longer animation</div>
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Next I have started to model the LP version of the lamp by copying the HP version and taking off Turbo smooth, deleting lots of unnecessary loops etc</div>
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So final LP Lamp is 344 polys. time to unwrap.</div>
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Will Bake Hp to LP tonight and hopefully get some good resultsAnonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-59351393552855193082017-02-08T15:48:00.002-08:002017-02-28T16:21:51.740-08:00Low Poly CharacterSo today's task was to start modelling a Low poly character in a cartoon style that I could eventually rig and test out in Unity which is the engine were going to be using for our side scrolling game.<br />
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My Method was to start with a box for the body 2x2x2 segments and to use extrude to for the body and arms. I then used extrude and bevel to creates the legs and shoes.<br />
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To model the head I again started with a box and put Turbosmooth on with 1 iteration. This method is far better than using a sphere as spheres cause nasty triangles where as rounding out a box gives the head a much nicer set of quads.<br />
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<h3>
<span style="color: red;">Continued...</span></h3>
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So I have completed the Model for now. I may have to add some loops later for animation purposes but as we haven't yet decided on what were animating I have kept it as simple as I could and only detailed what would give the character a good silhouette and keeping in mind this is a side scrolling game some details would not be required.<br />
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I have managed to keep the character at 772 polys 1,544 Tris.</div>
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The hair is also apart of the model with like a Johnny Bravo style keeping it simple but I really liked the look during the design.</div>
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<h3>
<span style="color: red;">Next..</span></h3>
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So next I am going to unwrap the model and texture it. Hopefully I have learned from previous builds and get the UVW's right this time, fingers crossed.<br />
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<h3>
<span style="color: red;">Update..</span></h3>
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So I have spent some time with the UV's trying to get them as best as I could using many different methods with the unwrap editor as I could to get them accurate. This included Pelt Mapping with relax and peel mode mainly.</div>
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I did both a wire frame and solid version of the unwrap in a PNG format with alpha selected so I could easily overlay them in Photoshop.</div>
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I then started to add colour using Solid colour masks to help with any future alterations in which I can easily and quickly change the shade or colour of each part by changing the colour mask and not having to repaint the whole thing.</div>
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I have spotted a few errors in the characters hand which need to be fixed, again the problem is at UV level but after spending along time trying to sort the uv's on the hand previously I am ignoreing this for now.</div>
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<h3>
<span style="color: red;">Update..</span></h3>
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So now I have painted some detail to the hair to make it less flat looking.<br />
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Next I have started adding some texture detail to the clothing<br />
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Next I have improved the shirt as the texture was going the wrong direction and added a logo. Also added some front pockets to the jeans<br />
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Next I have decided to take a break from the diffuse for now and I have started building the HighPoly version. This is so I can create a nice Normal map and complete map to add some extra detail to the Lowpoly.<br />
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Above shows how I started modelling the trousers and below I continue to add detail by completing the Shirt and some hair.<br />
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So now I am happy with my HighPoly I decide to revisit my UV's and fix all the issues/difficulties I found whilst making the diffuse earlier. The new UVW unwrap below will enable me to get a much better diffuse once I bake the Highpoly onto the Lowpoly.<br />
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Happy with my Uv's I have now started putting a base colour on my high poly ready to start baking onto my Low poly using a projection modifier. This will include Normal map and complete map.</div>
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<h3 style="clear: both; text-align: left;">
<span style="color: red;">Base Colour on Highpoly</span></h3>
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<span style="color: red;"><br /></span>
Next I have started to bake a complete map and a normals map and the first set of results are pretty good. Will need to clean up a few area but I think it will turn out good.<br />
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So yea he looks like a vampire and the shadows are a little harsh but that should be an easy fix.<br />
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<h3>
<span style="color: red;">Hi Poly To Low Poly Workflow</span></h3>
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During my research in making a character I came across a lot of people asking whether they should model low poly first the make high poly or vise versa. </div>
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After completing my low poly first and then using that to create a high poly I did run into some problems as above, mainly the fact my high poly was a good size smaller. This meant that when projecting my maps from the high poly to the low poly the cage had to be placed quite a distance away which meant the bake came with plenty of errors.</div>
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Taking my High poly boy I decided to work backwards and see what the results would look like.</div>
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The character is 100-200 higher in poly count than the original low poly but as you can see his silhouette is far closer to the high poly which means he should take the bake much better,</div>
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To show this I put the original low poly (left) high poly (Middle) and new low poly (Right) together</div>
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Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-27781335484802198402017-02-06T16:34:00.002-08:002017-02-28T16:22:07.399-08:00Low Poly Game Assets (Tree Model)So I am starting to build some assets for a game and trying to get them done fast to use as place markers.<br />
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The game will be based on an island so the first asset I decided to create was a palm tree using some references from google images</div>
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Happy with my references I took into 3ds max and modeled the trunk using a cylinder with 12 sides. Unwrapping this immediately and sending the uv's to Photoshop I quickly made the texture.</div>
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Once this was done I created two more textures, one being the coconuts and the other being the leaf.</div>
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These were taken into 3ds max and added to a plane to keep the poly count low but giving the tree the look of a slightly high poly</div>
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A quick render shows the effect this has with opacity layer really giving it the effect of a higher poly model. </div>
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<span style="color: red;">What next...</span></h3>
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So next I am going to create a few different instances of the leaves so they are not identical as in the real world and maybe create some other types of palm tree.</div>
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Also I am not 100% happy with the coconuts right now<br />
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<span style="color: red;">Update..</span></h4>
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So just spent a little bit of time sourcing out more Coconuts and editing them and also edited the leaf to make a brown version</div>
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Next I took these into 3ds max and make a few variations of Palm trees.<br />
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Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-72358676813805824052017-01-27T16:06:00.001-08:002017-02-03T14:49:31.576-08:00Battlestar Galactica Viper Mark 2So it's been a few years since I have added to this blog and for good reasons. over the past 4 years my life changed dramatically meeting my now wonderful wife and 13 months ago becoming a very content father to a beautiful girl.<br />
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With things finally settling and recently starting a new job I am getting back some free time to motivate myself and get back into modelling.
The itch came back when I started my new job 3 weeks ago and the guy I work with happens to have a massive interest in game programming.<br />
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After lots of conversations I offered to build something for him to use whilst he getting to grasp C sharp.
He wanted a ship for a side scrolling 2d game and expressed his love of the viper from Battlestar Galactica. I started where I always start and that was on google images for some good reference images
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I chose the Viper Mark II as my own preference as the Mark I was a little blocky and boring in my eyes and opinion. With a little bit of frustration in Photoshop I eventually split the reference into workable references for 3ds max 2017
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<a href="https://2.bp.blogspot.com/-JHDD6lgNT_k/WIvdoXwMQvI/AAAAAAAANU0/5jv2OvPPoN80Yi5bwLGsFrQXNIY0o_ilwCLcB/s1600/Viper_Back.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="120" src="https://2.bp.blogspot.com/-JHDD6lgNT_k/WIvdoXwMQvI/AAAAAAAANU0/5jv2OvPPoN80Yi5bwLGsFrQXNIY0o_ilwCLcB/s200/Viper_Back.jpg" width="200" /></a><a href="https://4.bp.blogspot.com/-kxhHS1s6Yv0/WIvdof8kzqI/AAAAAAAANUw/PMCTRwRTC201S4FrF2W_XpnRolIcOSHZQCLcB/s1600/Viper_Front.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="120" src="https://4.bp.blogspot.com/-kxhHS1s6Yv0/WIvdof8kzqI/AAAAAAAANUw/PMCTRwRTC201S4FrF2W_XpnRolIcOSHZQCLcB/s200/Viper_Front.jpg" width="200" /></a></div>
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<a href="https://3.bp.blogspot.com/-8oIXAK842lc/WIvduKlRTOI/AAAAAAAANU4/vgUcwAYT4C4vzkqzFSQMp24YjBTCa1IJwCLcB/s1600/Viper_Side.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="110" src="https://3.bp.blogspot.com/-8oIXAK842lc/WIvduKlRTOI/AAAAAAAANU4/vgUcwAYT4C4vzkqzFSQMp24YjBTCa1IJwCLcB/s200/Viper_Side.jpg" width="200" /></a><a href="https://2.bp.blogspot.com/-e_c0vqTVlyg/WIvduIu2OpI/AAAAAAAANU8/glx-zBAPmu0VgfcGri7FlFiyPdqmhKTqQCLcB/s1600/Viper_Top.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="110" src="https://2.bp.blogspot.com/-e_c0vqTVlyg/WIvduIu2OpI/AAAAAAAANU8/glx-zBAPmu0VgfcGri7FlFiyPdqmhKTqQCLcB/s200/Viper_Top.jpg" width="200" /></a></div>
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<span style="color: red;">Issues</span></h3>
So yea it's been a while and 3ds max has changed 'for the better' quite a lot. Icons have all changed which freaked me out at first but I soon realised all the keyboard shortcuts were the same and my muscle memory prevailed.
Unfortunately My first attempt was pretty bad, I didn't really see this fact until I tried a unwrap modifier and saw how bad the UVs were<br />
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Sadly I do not have a screen print of the original unwrap but believe me it was a mess.
The Godsend
So the Model was salvageable. Taking out many loops that were unnecessary and moving things around helped the start of the salvage
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The most helpful was the new features in the unwrap UVW modifier and with lots of patience and effort I manage to get the unwrap nice and packed out ensuring the right components were given a good amount of space.
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<span style="color: red;">Next</span> </h3>
So this is where I am currently at. over this weekend I should hopefully get building a high poly version as I want to create a nice Normal Map for the low poly to give it that detailed crisp look but keep my poly count low currently standing at 638<br />
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<span style="color: red;">Continued</span></h3>
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As I was building the highpoly version I started thinking that maybe I should create a diffuse texture first on the lowpoly so that when I bake the normals from the highpoly to lowpoly. </div>
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Will Continue this soon.<br />
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<span style="color: red;">DiffuseMap</span></h3>
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So to kick off the Diffuse map I quickly rendered the UVW template and edited it in Photoshop. As a check I added some simple paint to double check the UVs and help me identify all the areas of the ship. Straight away I found some errors in the form of overlapping so as I painted the red stripes the appeared in places I didn't want.</div>
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Well Lesson is definitely learned but as I am in a rush to move on to other projects I am simply going to ignore the errors and work around it. <br />
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Next I am going to carry on with the diffuse map adding proper textures from some photos and then finish the highpoly model for the normals map<br />
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<span style="color: red;">Continued</span></h3>
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Carried on with diffuse map and the more work I do on it the more I realise how bad the UV's are but it's a great learning curve. </div>
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Most of the problems arrive on the far left side with lots of overlapping and stretching is occurring as I haven't given the correct size proportions to things such as the wings. </div>
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So I could have just fixed all these problems and hidden the fact but I did want to document it for my own reminder and for anybody out there wanting to model what to avoid. For now I am going to take a break from this project and start another but will return and update in the near future.</div>
Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-14184104061317385422011-09-18T09:40:00.000-07:002011-09-18T09:40:15.919-07:00Update on progressWell it's been a long time since I last posted anything on this Blog which was entirely due to lack of time with the amount of work being done. Hopefully within the next few weeks I will be able to rectify this with Models of Tanks, basics of Characters and little bit's and pieces for other projects like the Unreal Tournament Single player.Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-65114838498804793532010-10-28T09:32:00.000-07:002010-12-20T16:14:47.136-08:00Unreal Tournament3 CTF Map PrepOK so my task for my Games Engine design course is to create a UT3 CTF (Capture the flag) map. The first process involved is to create a Development diary showing basic ideas, notes, sketches etc.. The Dev Diary does not need to be neat just something I can refer to during production.<br />
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I will not be posting the entire diary as most of this is hand written but some of the separate sketches/drawings I will scan in and show you :)<br />
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The first Picture is a birds eye view of one half of my map. The entire map will be symmetrical which continues the theme of UT3 (Part of my criteria) plus this will halve build time which is always good. <br />
It's only a first draft so may not be 100% accurate to what I finally make but 95% sure this will be the final result. <br />
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Map shows weapon placements, general structure of buildings and object positions. The design was based on a map from another game that I liked the layout of and then modified to fit the criteria of an interview I had with a hardcore Unreal player which can be found in the diary.<br />
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<span class="Apple-style-span" style="color: red; font-size: x-large;">One Half Of Map</span><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TMmkmjM3P8I/AAAAAAAAAGQ/3DLyH6ptCYY/s1600/UT3+Map+Layout.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TMmkmjM3P8I/AAAAAAAAAGQ/3DLyH6ptCYY/s320/UT3+Map+Layout.jpg" width="231" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">I have also quickly added to the same picture showing directions a player can take showing 3 main routes a player can take</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;">One Half Of Map (Directions of Play)</span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;"><br />
</span></span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TMmk83bfjqI/AAAAAAAAAGU/w8-amFYPzEo/s1600/UT3+Map+Layout+Directions.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TMmk83bfjqI/AAAAAAAAAGU/w8-amFYPzEo/s320/UT3+Map+Layout+Directions.jpg" width="231" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Here is the first draught of my Light placement on the map. All though the map will be set at night time there still has to be many many lights. In fact I am estimating the Light map you see below will end up having atleast twice as many lights at the end.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;">Light Map</span></span></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TMmli6tLF8I/AAAAAAAAAGY/EanKC7SkAWE/s1600/UT3+Map+Layout+Light+Map.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TMmli6tLF8I/AAAAAAAAAGY/EanKC7SkAWE/s320/UT3+Map+Layout+Light+Map.jpg" width="226" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">The next Layout I made was to try and work out the scale of my map. This proved very difficult as there are no real metric units in UT3 Editor just unreal units which don't really amount to anything. </div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">My aim was to get this as close as possible to help speed up the build process, but the first attempt was so far off the mark I entitled it 'Rubbish'</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;">Size Map 'Rubbish'</span></span></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TMv_enH3yPI/AAAAAAAAAGc/9Fot4UdUOi0/s1600/UT3+Map+Layout+Size+Map+Rubbish.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TMv_enH3yPI/AAAAAAAAAGc/9Fot4UdUOi0/s320/UT3+Map+Layout+Size+Map+Rubbish.jpg" width="267" /></a></div><div class="separator" style="clear: both; text-align: left;">The reason for this is that a medium size room in unreal is 1536 unit with and according to this map my entire playing area was only 960 units in width!!</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">So I decided to look at this from another angle. Reference pictures are some of the most important and useful things to have so I created my own. Going into the editor, I created 4 cube boxes with lighting, texture and a character for height reference.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;">256x256 Cube</span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;"><br />
</span></span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TMwAgl7nJlI/AAAAAAAAAGg/8n1dARfmCRE/s1600/size+test+256x256+cube.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="249" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TMwAgl7nJlI/AAAAAAAAAGg/8n1dARfmCRE/s320/size+test+256x256+cube.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span"><span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;">512x512 Cube</span></span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span"><span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;"><br />
</span></span></span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TMwAm-Ln3vI/AAAAAAAAAGk/CmzVkW59FHw/s1600/size+test+512x512+cube.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="249" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TMwAm-Ln3vI/AAAAAAAAAGk/CmzVkW59FHw/s320/size+test+512x512+cube.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;">1024x1024 Cube</span></span></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TMwA3kOsz8I/AAAAAAAAAGo/Se_QISAqP8A/s1600/size+test+1024x1024+cube.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="249" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TMwA3kOsz8I/AAAAAAAAAGo/Se_QISAqP8A/s320/size+test+1024x1024+cube.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;">2048x2048 Cube</span></span></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TMwA9oZWmrI/AAAAAAAAAGs/B5Y_HzTiiqA/s1600/size+test+2048x2048+cube.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="249" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TMwA9oZWmrI/AAAAAAAAAGs/B5Y_HzTiiqA/s320/size+test+2048x2048+cube.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;">All Cubes</span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;"><br />
</span></span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TMwBGCnPHXI/AAAAAAAAAGw/h-FdZ5MXS10/s1600/size+test+all+cubes.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="192" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TMwBGCnPHXI/AAAAAAAAAGw/h-FdZ5MXS10/s320/size+test+all+cubes.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="background-color: white;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"></div><div class="separator" style="clear: both; text-align: left;">These gave me great insight into what size rooms should be and so helped me create my second Size Map</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;">Size Map 2</span></span></div><br />
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</span></span></span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TMwCJn1Eq8I/AAAAAAAAAG0/8lsQAr_6L7Y/s1600/UT3+Map+Layout+Size+Map+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="301" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TMwCJn1Eq8I/AAAAAAAAAG0/8lsQAr_6L7Y/s320/UT3+Map+Layout+Size+Map+2.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">This was much better than the first but still had problems. The width (From top to bottom in this view) is still wrong and I could start to see that without getting stuck in this was going to be difficult. So I decided to start Blocking In my scene using standard BSP just to get an idea of scale and gameplay. No texture would be added at this point or weapons etc... Just lighting and BSP</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;"><br />
</span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span">*A quick note* </span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span">If your reading this and are 'hey, what the hell is BSP please explain' here goes...</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span">In not too much detail, BSP </span><span class="Apple-style-span" style="font-family: verdana, arial, sans-serif; font-size: 11px;">"Binary Space Partitioning" </span>is geometry in the level. It can be very expensive to use (Memory etc.) but is very useful for Blocking In a scene and getting a general idea of what your map needs to look like. For the actual final build of the map I would use static mesh's for almost everything and not BSP. </div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span"><span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;">BSP Standard</span></span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span"><span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;"><br />
</span></span></span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TMwNp0a-l5I/AAAAAAAAAG4/KMPJ3PdIFnI/s1600/BSP+Standard.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="239" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TMwNp0a-l5I/AAAAAAAAAG4/KMPJ3PdIFnI/s320/BSP+Standard.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span"><span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;"><br />
</span></span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span"><span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;">Beta01 </span></span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;"><br />
</span></span></div><div class="separator" style="clear: both; text-align: left;">Right here is a link to download my first beta for you to test.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"></div><div class="separator" style="clear: both; text-align: left;">http://qdrive.net/CrazyBertElite/file/190940/4bd09</div><div class="separator" style="clear: both; text-align: left;">54a1a1d7b11352b3849e628227a</div><br />
<div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Just unzip the file and copy CTF-SpacePort_Beta01.ut3</div><div class="separator" style="clear: both; text-align: left;"> CTF-SpacePort_Beta01_LOC_int.upk</div><div class="separator" style="clear: both; text-align: left;"> CTF-SpacePort_Beta01 (Type Configuration setting)</div><div class="separator" style="clear: both; text-align: left;">Copy these files into Documents > MyGames > Unreal Tournament 3 > UTGame > Published > CookedPC > Custom Maps</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">And then start the game. It should be in the Capture The Flag menu at the bottom now so enjoy!! :)</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Feedback will be great please... The UT3Readme.txt which came in the zipped file you downloaded gives you some details and what kind of feedback I need</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Thanks to everyone who helps!</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span"><span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;"><br />
</span></span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span"><span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;">Some screen shots of Beta01</span></span></span></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Click on all Images to maximise</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Earth Shot</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TQ_wGH1PKUI/AAAAAAAAAG8/qN-BPR_O7D8/s1600/Earth+Shot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TQ_wGH1PKUI/AAAAAAAAAG8/qN-BPR_O7D8/s320/Earth+Shot.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Flag Shot</div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TQ_wJg_RxCI/AAAAAAAAAHA/atV72JTZ6fg/s1600/Flag+Shot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TQ_wJg_RxCI/AAAAAAAAAHA/atV72JTZ6fg/s320/Flag+Shot.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Repair Shot</div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TQ_wMVRHD0I/AAAAAAAAAHE/7McEOx3xNYQ/s1600/SpaceShip+Repair.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TQ_wMVRHD0I/AAAAAAAAAHE/7McEOx3xNYQ/s320/SpaceShip+Repair.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Tower Shot</div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TQ_wPbAkcsI/AAAAAAAAAHI/j4ynIxpElIo/s1600/Tower+Shot.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TQ_wPbAkcsI/AAAAAAAAAHI/j4ynIxpElIo/s320/Tower+Shot.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span"><span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;"><br />
</span></span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span"><span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;">Update</span></span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;">So it has been along time since I have actually updated this blog simply due to the fact that I have been so busy at uni. Now though, it's almost xmas and I am free for a little while so I can catch up with personal projects</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Beta 1 Feedback</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;">So beta 1 went well but there were a number of suggestions which was fantastic. Here is the feedback list:-</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red;">Good Things....</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;">1. Lifts.... "Insane" but in a good way "Do not change these, I love them."</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">**Due to the fact the lifts are really fast and would give you whip lash in real life! But I found lifts to be really slow in the game and considering they are the only ways to get into the bases they needed to be fast.**</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">2. Teleporter's....These were also liked as much as the lifts</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">So.. Really glad about the lifts and teleporter's being liked as these are the main points on the map to get to the flags.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red;">Bad Points....</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;">1. Weapon placement...."Can't find weapons" - Although there are 4 weapons on each side of the map he had problems finding any???</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">2. Hole...."I can get out of map" - Missing blocking volume near flags</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">3. Lifts...."Stuck on lifts" - Due to one person at bottom and one at top where the triggers are</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">4. Doors...."They go black when they open/close" - Only have static lighting on mover's currently to help with FPS</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">5. Layout..."Don't know where to go! I have found our flag but where is their's?" - Answer - Turn round!!!!</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">6. Tower room...."The boxes for robots don't have glass" - Erm very picky will explain why when I talk about my optimisation techniques</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">7. Terrain......"Terrain is pointy, you will lose marks." - A student trying to be a lecturer!! - my explanation was simple...This is my first beta and is being tested for game play only not how the map currently looks...hence why basic lighting and no height fog etc</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Beta02</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;">So went through the feedback and added the following..</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><ul><li>Missing Blocking Volume added near flag</li>
<li>Changed centre lifts to jump pad </li>
</ul>This is a major change to justify the fact that it is probably a bad idea to be dependent solely on the lifts<br />
<div class="separator" style="clear: both; text-align: left;"></div><ul><li>Dynamic Lights added to all movers to stop shading affects (Doors and lifts)</li>
<li>Base arrows added in more places to help with navigation. Also added base symbols</li>
<li>Post process volumes inside bases, which I have changed the property values of the shading to tint a blue/red colour respectively.</li>
<li>Terrain smoothed out</li>
<li>Changed slime volume to have Bio weapon blob texture as I always wanted it to look like it was radioactive</li>
<li>Foliage Volume....added to Fire Hydrant with 2 Bio weapon static meshes to multiply around the hydrant giving a leek effect</li>
<li>Removed weapon locker which was for test purposes only and replaced with rocket</li>
</ul><br />
<div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Beta02 Feedback</span></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">So once again this has been tested with all the new improvements and feedback was given</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"></div><ul><li>"Terrain still too pointy."</li>
<li>"Needs health in centre of map."</li>
<li>"All this open space and no guns!, just ammo and armour."</li>
</ul><span class="Apple-style-span" style="color: red; font-size: x-large;">Beta03</span><br />
<div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Added the following</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"></div><ul><li>Smoothed out Terrain even more</li>
<li>Added Health in centre of map. Positioned this above the slime as I felt it was not needed but as it was requested I obliged. With this being above slime it gives the player a penalty if they miss the health they could land in the slime and further injure themselves.</li>
</ul><span class="Apple-style-span" style="color: red; font-size: x-large;">Final Version</span><br />
<div><br />
</div><div>Well it came a time that this needed to be handed in so no more beta versions could be fully tested.</div><div><br />
</div><div>In the final handed in version I did however add a few more things for visual effect that would not effect game play</div><div><br />
</div><div>Height Fog</div><div><ul><li>Sun Height fog (Tinted yellow)</li>
<li>A grey misty fog for sky and mountains</li>
<li>A lighter grey mist on floor</li>
</ul><div>These gave the map more depth and more of a night/dusk look which is what I planned for</div><div><br />
</div><div><span class="Apple-style-span" style="color: red; font-size: x-large;">Problems to improve in the future</span></div><div><br />
</div><div><ul><li>Bots seem to have problems with the Jump pad section (Getting up and down). A simple fix to help bots getting down would be too add path nodes on each ledge</li>
<li>Lighting....Although in editor mode before cooking the lighting was exactly how I wanted it. After cooking however, the lighting all seemed to darken.</li>
<li>Bio rifle texture/Static mesh. I was rushed to cook the final version and hand in at the end and forgot to create and save this to my own package. So when in editor mode when you try and close this it will ask you save this package.</li>
</ul><div><span class="Apple-style-span" style="color: red; font-size: x-large;">Optimisation</span></div></div><div><br />
</div><div><ul><li>Dynamic Lights. Unamed_1 channel selected in light settings and movers so the dynamic light only affects these static mesh's and not everything within the light region</li>
<li>Textures. Most of the textures on the map which took up the most space (memory) were selected and Light map resolution was overridden 32</li>
<li>Skydome. Turned off blocking Volumes and Shading Properties</li>
<li>Static Mesh. Selected all static mesh's that do not need dynamic light and switched off any properties that had to do with dynamic lighting...bacceptdynamiclights, bcastdynamicshadows etc</li>
<li>Earth and Moon. Would only accept dynamic lighting so I added an extra directional light to the sky. Changed it to a dynamic light and changed properties for light, earth and moon to also use the unamed_1 lighting channel.</li>
</ul></div><br />
<div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Final Video</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;"><br />
</span></div></div><object height="385" width="480"><param name="movie" value="http://www.youtube.com/v/PdnJ3gP_g4Q?fs=1&hl=en_GB"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/PdnJ3gP_g4Q?fs=1&hl=en_GB" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-64804606560106121762010-10-20T21:40:00.000-07:002010-10-20T21:47:11.107-07:00Viking Boat Tutorial Week 4<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TL_EHdA0u-I/AAAAAAAAAFA/cnfes8Q0VsM/s1600/Viking+Boat+1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TL_EHdA0u-I/AAAAAAAAAFA/cnfes8Q0VsM/s320/Viking+Boat+1.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TL_EIEXNL0I/AAAAAAAAAFE/lD_TZ-ywfFQ/s1600/Viking+Boat+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TL_EIEXNL0I/AAAAAAAAAFE/lD_TZ-ywfFQ/s320/Viking+Boat+2.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TL_EIv9Vk_I/AAAAAAAAAFI/KD0fWefURqY/s1600/Viking+Boat+3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TL_EIv9Vk_I/AAAAAAAAAFI/KD0fWefURqY/s320/Viking+Boat+3.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TL_EJW2GwPI/AAAAAAAAAFM/Q644N3rqPxQ/s1600/Viking+Boat+4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TL_EJW2GwPI/AAAAAAAAAFM/Q644N3rqPxQ/s320/Viking+Boat+4.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"></div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Right well here is another simple low poly count model but this time is a bit more interesting. Well if you like Viking Boats that is.</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">This time I added some lighting though and rendered with light tracing which seem to give it a bit more depth, and because of this I did 4 renders this time (Mainly because I like the model ;))</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;"><br />
</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Some specs, which from now will be added out of my own interest</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Polys 416</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Tris 864</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Edges 876</div><div style="margin-bottom: 0px; margin-left: 0px; margin-right: 0px; margin-top: 0px;">Verts 466</div>Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-82339038525307627122010-10-19T14:33:00.000-07:002010-10-19T20:37:56.011-07:00Tutorials from 3ds Max Modeling for GamesRight so here I will be posting all my completed work from the great looking book by Andrew Gahan entitled, 3ds Max Modeling for Games. This is part of my recommended reading by my Tutor and as I am trying to be a model student lately I will try and get this entire book finished!<br />
<br />
<span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;">Chapter 1</span></span><br />
<span class="Apple-style-span" style="color: red;">Low-poly Asset 1(30 minute tutorial) </span>- Took a little longer as I was trying to juggle a book with one hand and my laptop with the other (Must buy some kind of book rest holder)<br />
<br />
In this tutorial I was to create a box, apply texture maps, UVW map it and then do some simple renders. *Excited* This is actually the first time I have got to do some texturing in 3ds Max, which I have been so eager to do.<br />
<br />
So here is the first render (remember click to enlarge images)<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TL4NsoumelI/AAAAAAAAAEw/0HFe5tqM3Bk/s1600/Cardboard+box1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TL4NsoumelI/AAAAAAAAAEw/0HFe5tqM3Bk/s320/Cardboard+box1.jpg" width="320" /></a></div>and finally another render but showing the under side of the box<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TL4OCtxx7SI/AAAAAAAAAE0/nM8zQAKFvnU/s1600/Cardboard+box1+underneath.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TL4OCtxx7SI/AAAAAAAAAE0/nM8zQAKFvnU/s320/Cardboard+box1+underneath.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;">Chapter 2</span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red;">Low-poly Asset 2 (1-hour tutorial)</span> - I wish it had only taken this long</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Well this tutorial was full of stuff to do from different types of boolean techniques to Target welding and using object properties to make things see-through and backface cull options. The idea was to create a barrel with all of these tools.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">All in all not too bad, was quite difficult compared to the box but I got through it. It is not 100% perfect and in fact it's far from it but I decided that at my current stage of modelling I should not b too worried and just get on with it.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Again 2 rendered pictures, the first showing the top and front and the second showing the bottom</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Top</div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TL5i-g0aSbI/AAAAAAAAAE4/AluPCuPxGXU/s1600/Barrel.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TL5i-g0aSbI/AAAAAAAAAE4/AluPCuPxGXU/s320/Barrel.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Bottom</div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TL5jF67vquI/AAAAAAAAAE8/FixtlxGWwL8/s1600/Barrel+bottom.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TL5jF67vquI/AAAAAAAAAE8/FixtlxGWwL8/s320/Barrel+bottom.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><br />
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</span></span></div>Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com3tag:blogger.com,1999:blog-6451325109738415367.post-70958362163960600342010-10-18T09:13:00.000-07:002010-12-21T07:26:49.629-08:00Motion Capture<span class="Apple-style-span" style="font-size: x-large;"><span class="Apple-style-span" style="color: red;">Prep Video 1</span></span><br />
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Right here is the first kinda prep video for our Motion capture project. This is group work, me being the performer on a really bad hair day in my bike trouser's. Still it gave us a good idea to what we wanted to do.<br />
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<span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;">My attempt at storyboard</span></span><br />
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Here is a storyboard I drew as well no times added to it yet as this is just a draft for now. Picture quality is not great but I will digitalise this eventually and update.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLxy5nnPVRI/AAAAAAAAAEQ/u7GpMcpVK3g/s1600/DSC00321.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLxy5nnPVRI/AAAAAAAAAEQ/u7GpMcpVK3g/s320/DSC00321.JPG" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Prep Video 2</span></div><br />
Another Video we took after refining some details/errors<br />
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<span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;">Final Story board</span></span><br />
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Final Story boards re-drawn by another member of the group<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TMYXzunjduI/AAAAAAAAAFQ/CA3jl01wA3A/s1600/scanned+story+board+full.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TMYXzunjduI/AAAAAAAAAFQ/CA3jl01wA3A/s320/scanned+story+board+full.jpg" width="207" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TMYX5oBPyMI/AAAAAAAAAFU/zL4NslD_JPc/s1600/scanned+story+board+full+part+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TMYX5oBPyMI/AAAAAAAAAFU/zL4NslD_JPc/s320/scanned+story+board+full+part+2.jpg" width="232" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div>Then edited by me in Photoshop and words/times added<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TMYYNLh5KOI/AAAAAAAAAFY/RmEDt-HitTg/s1600/Story+Board+3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TMYYNLh5KOI/AAAAAAAAAFY/RmEDt-HitTg/s320/Story+Board+3.jpg" width="73" /></a></div><br />
<span class="Apple-style-span" style="color: red;"><span class="Apple-style-span" style="font-size: x-large;">First Model for our scene</span></span><br />
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Below is a simple Model of a tree I created to export from 3ds Max and into Motion Builder! Not sure exactly how to do this at this point but will be researching into this shortly<br />
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Model was created using a basic cylinder for the main part of the tree and then to make the branches I simply created a line (wavy). Once I was happy with the line I selected a polygon from the main part of the tree and selected extrude along line from the options menu. At this point I cannot be too sure about scale though as I have no idea the size of the surfer dude will be in motion builder, but from what I have seen I should be able to fix this very quickly.<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TMdmpjTcmHI/AAAAAAAAAFg/F5dgbUjZIIQ/s1600/Tree+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TMdmpjTcmHI/AAAAAAAAAFg/F5dgbUjZIIQ/s320/Tree+2.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Second Model for our Scene</span></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Next I created a Axe in 3ds Max using cylinders and squares. These were converted to editable poly's and using a reference image from google images I produced the following</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TRCmj9kzs9I/AAAAAAAAAHM/ZV2j7uza-48/s1600/Axe+for+Mo-Cap+3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TRCmj9kzs9I/AAAAAAAAAHM/ZV2j7uza-48/s320/Axe+for+Mo-Cap+3.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Again as you can see a very simple model as I did not want anything too complicated for the scene as this would be the first time myself and the group were to do motion capture and did not want to complicate things</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Final Preparation for Motion Capture</span></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Before the capture we needed to finalise the Moves and Shot list. These would assist us on the day of capture with what we wanted to achieve.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Move/Motion List</span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TRCpFHQS5jI/AAAAAAAAAHQ/SLmAEFnxMhk/s1600/motionlist1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="308" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TRCpFHQS5jI/AAAAAAAAAHQ/SLmAEFnxMhk/s320/motionlist1.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TRCpQW1lbHI/AAAAAAAAAHU/O0DHCaLbYWk/s1600/optmotionlist.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="311" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TRCpQW1lbHI/AAAAAAAAAHU/O0DHCaLbYWk/s320/optmotionlist.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Questions Of Motion List</span></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">These were a basic quick check to make sure the Motion List was correct</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TRCpyGl_1DI/AAAAAAAAAHY/UiUcaXQKoGs/s1600/questionsofmotionlist.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="270" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TRCpyGl_1DI/AAAAAAAAAHY/UiUcaXQKoGs/s320/questionsofmotionlist.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Shot List</span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TRCp_88nKjI/AAAAAAAAAHc/rlA9iMVEwgY/s1600/shotlist1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TRCp_88nKjI/AAAAAAAAAHc/rlA9iMVEwgY/s320/shotlist1.jpg" width="233" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TRCqAdG-1wI/AAAAAAAAAHg/3YOkcju34gg/s1600/shotlist2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TRCqAdG-1wI/AAAAAAAAAHg/3YOkcju34gg/s320/shotlist2.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;">As you can the shot list is very important. It contains the file names which the software technician would need to name all files correctly during the capture. Also information for the director and choreographer to make sure the performer is performing the moves to the times on the shot list and the correct moves are performed.</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Capture Day</span></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">So now is the day of capture. The group is fully prepared and we have 4 hours of capture time in the capture studio using the Vicon system</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Capture Video's</span></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Some video's for my future reference and your amusement ;)</div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Some Practice</span></div><object height="385" width="480"><param name="movie" value="http://www.youtube.com/v/S7b79axM1cw?fs=1&hl=en_GB"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/S7b79axM1cw?fs=1&hl=en_GB" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object><br />
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<div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Skipping </span></div><br />
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<div class="separator" style="clear: both; text-align: center;"></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Stretching </span></div><br />
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<div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Chopping 1 </span></div><br />
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<div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Chopping 2 </span></div><br />
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<div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Axe Stuck with Foot Pull 1 </span></div><br />
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<div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Axe with Foot Pull 2 </span></div><br />
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</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Motion Builder </span></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Our next task was to each take a scene that we captured, and using Motion Builder we were to clean up the data. Cleaning the data meant sorting out any occlusion problems we had and any data that moved away from the motion data points.</div><div class="separator" style="clear: both; text-align: left;"><br />
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</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">What the Optical Data Looks Like</span></div><br />
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</div><span class="Apple-style-span" style="color: red; font-size: x-large;">3DS Max Models</span><br />
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So After lot's of research I found that the easiest way to get my Tree and Axe model into our capture scene was to use the FBX plugin from Autodesk. This made it really simple as I only needed to click a few options and the models were converted to a FBX format and ready to import into Motion builder<br />
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<span class="Apple-style-span" style="color: red; font-size: x-large;">Data</span><br />
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So once each member had cleaned up the scenes and had baked the optical data to the surfer characters rig it was time for me to put all the data together in one flowing scene.<br />
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This was simply done in Motion Builder using the story mode. Dragging and dropping each scene into the time-line and then matching up a certain point from beginning to end of each scene. Then using options such as frame start/end and ghosting to check the scenes matched properly.<br />
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<span class="Apple-style-span" style="color: red; font-size: x-large;">Camera/Rendering</span><br />
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<span class="Apple-style-span" style="color: red; font-size: x-large;"></span>The scene once all put together was then handed over by me to the director who added camera's and rendered the scene<br />
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<span class="Apple-style-span" style="color: red; font-size: x-large;">Sound</span><br />
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<span class="Apple-style-span" style="color: red; font-size: x-large;"></span>The scene was then passed to the sound editor who added the sounds to the scene<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TRDA5Ng1cOI/AAAAAAAAAH8/ceDbe5QnUnw/s1600/soundlist1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="255" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TRDA5Ng1cOI/AAAAAAAAAH8/ceDbe5QnUnw/s320/soundlist1.jpg" width="320" /></a></div><br />
<span class="Apple-style-span" style="color: red; font-size: x-large;">More Documentation</span><br />
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Here is some more documentation that was required<br />
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<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TRDAw7xmDnI/AAAAAAAAAHo/cNFkDZAWays/s1600/flowchart1n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="188" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TRDAw7xmDnI/AAAAAAAAAHo/cNFkDZAWays/s320/flowchart1n.jpg" width="320" /></a></div><br />
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<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TRDAyEg55NI/AAAAAAAAAHw/P6t4oAk1UkM/s1600/flowchart3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TRDAyEg55NI/AAAAAAAAAHw/P6t4oAk1UkM/s320/flowchart3.jpg" width="281" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TRDAywu2T2I/AAAAAAAAAH0/LmnQCj_-4js/s1600/flowchart4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TRDAywu2T2I/AAAAAAAAAH0/LmnQCj_-4js/s320/flowchart4.jpg" width="242" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TRDAzSgX3xI/AAAAAAAAAH4/EcZzp3cIWp0/s1600/flowchart5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="263" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TRDAzSgX3xI/AAAAAAAAAH4/EcZzp3cIWp0/s320/flowchart5.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: red; font-size: x-large;">Final Video</span></div><div class="separator" style="clear: both; text-align: left;"><br />
</div><div class="separator" style="clear: both; text-align: left;">There is some more bits and bobs to be added yet but until I can find these from other group members I will finish up here and add the final video for you guys/gals to see.....enjoy</div><div class="separator" style="clear: both; text-align: left;"><br />
<object style="height: 390px; width: 640px"><param name="movie" value="http://www.youtube.com/v/-KHnXb6wI1Q?version=3"><param name="allowFullScreen" value="true"><param name="allowScriptAccess" value="always"><embed src="http://www.youtube.com/v/-KHnXb6wI1Q?version=3" type="application/x-shockwave-flash" allowfullscreen="true" allowScriptAccess="always" width="640" height="390"></object><br />
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</div>Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-51378348982454456802010-10-17T08:38:00.000-07:002010-10-19T14:16:55.420-07:003D Skip Tutorial Week 3<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TLsXV18yI4I/AAAAAAAAAEE/PI1hHDERi3w/s1600/Skip1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TLsXV18yI4I/AAAAAAAAAEE/PI1hHDERi3w/s320/Skip1.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TLsXW6th0iI/AAAAAAAAAEI/ZQnmd76hhAg/s1600/skip2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TLsXW6th0iI/AAAAAAAAAEI/ZQnmd76hhAg/s320/skip2.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TLsXXho8S8I/AAAAAAAAAEM/xJVPYNOcT3w/s1600/skip_wireframe.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TLsXXho8S8I/AAAAAAAAAEM/xJVPYNOcT3w/s320/skip_wireframe.jpg" width="320" /></a></div>As you can see a basic skip created here. Not much to tell really, just used a box and then used tools like bevel, extrude, inset. Then sliced and diced the box into a quarter of what you see now (Should have taken a screen print of this). Once happy with angles etc I added 2 set's of symmetry to create a full skip. For future when I have time I will try and add texture etc to it but as we have not yet covered this and won't till about week 6 it will have to do for now.Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-10331266296826246902010-10-16T00:22:00.000-07:002010-10-19T14:17:17.886-07:00Glock Practice<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TLjhR0KFcgI/AAAAAAAAAD8/sydkna1PvKQ/s1600/Glock3dmodel.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TLjhR0KFcgI/AAAAAAAAAD8/sydkna1PvKQ/s320/Glock3dmodel.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TLjhSuJfwbI/AAAAAAAAAEA/YY9e1hF-Ru4/s1600/GlockwithTrigger.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TLjhSuJfwbI/AAAAAAAAAEA/YY9e1hF-Ru4/s320/GlockwithTrigger.jpg" width="320" /></a></div>Something have yet to finish. Just a quick practice really before I start my assignment which is to create a real life weapon using blue prints found on the web. Started this just to quickly assess what difficulties I may come across and practice some techniques I have yet not met in the tutorials at uni. Will finish and update this eventually.Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-80382816889478665012010-10-16T00:15:00.000-07:002010-10-19T14:17:37.267-07:003D Pencil Tutorial Week 2<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TLjf1qgL_3I/AAAAAAAAAD0/gLyT3kcKXtM/s1600/3DPencilKeyboardTutorial.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TLjf1qgL_3I/AAAAAAAAAD0/gLyT3kcKXtM/s320/3DPencilKeyboardTutorial.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TLjf23WLOqI/AAAAAAAAAD4/F8NEXd-rRQ4/s1600/3DPencilKeyboardTutorialWireframe.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TLjf23WLOqI/AAAAAAAAAD4/F8NEXd-rRQ4/s320/3DPencilKeyboardTutorialWireframe.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;">Using Keyboard Entry to Create a pencil using standard primitives and Boolean operations. Again rendered normally and with forced Wire-frame. </div>Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-16983471056624782652010-10-15T16:00:00.000-07:002010-10-19T14:17:55.233-07:003D Chair Tutorial Week 2<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TLjbtJerCxI/AAAAAAAAADk/Ft6chZEq9dE/s1600/3DChair.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TLjbtJerCxI/AAAAAAAAADk/Ft6chZEq9dE/s320/3DChair.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TLjbuNTbAzI/AAAAAAAAADo/-TlReWCTETM/s1600/3DChairWireFrame.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TLjbuNTbAzI/AAAAAAAAADo/-TlReWCTETM/s320/3DChairWireFrame.jpg" width="320" /></a></div><br />
<div class="MsoNormal">The tubular frames of the chairs you see above were created by drawing one half the shape, then mirroring a copy of the shape, attaching the two shapes together, deleting redundant vertices then lofting a circle shape on to the path and optimising the resulting Lofted object.</div><div class="MsoNormal"><br />
</div><div class="MsoNormal">It is impossible to draw a line based object in three dimensions using a mouse. The only option is to use keyboard entry. This exercise was designed to further my understanding of spatial awareness, coordinate systems and precision modelling. Finally a rendered image and the latter image rendered with forced wire-frame.</div>Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-90184068876078713762010-10-15T15:53:00.000-07:002010-10-19T14:18:09.760-07:00Dining Room Tutorial Week 1<div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TLjaX8cokoI/AAAAAAAAADY/rv1KtQ2A_qk/s1600/Mv002590_Dining_Room_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TLjaX8cokoI/AAAAAAAAADY/rv1KtQ2A_qk/s320/Mv002590_Dining_Room_1.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TLjaZBfGrdI/AAAAAAAAADc/R1-0yqRc05c/s1600/Mv002590_Dining_Room_2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TLjaZBfGrdI/AAAAAAAAADc/R1-0yqRc05c/s320/Mv002590_Dining_Room_2.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TLjaZ6YhiaI/AAAAAAAAADg/tP2y78Eyk2M/s1600/Mv002590_Dining_Room_3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TLjaZ6YhiaI/AAAAAAAAADg/tP2y78Eyk2M/s320/Mv002590_Dining_Room_3.jpg" width="320" /></a></div>Slightly more advanced for week 1. The Tutorial was to get used to using basic primitive shapes in 3ds Max. Still no rendering done and again only adding a standard material to help with the visual effect.Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-18165089836410722422010-10-15T15:43:00.000-07:002010-10-19T14:18:40.655-07:003D Desk Tutorial Week 1<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TLjYH87-u8I/AAAAAAAAADU/cB0y9ok6LwE/s1600/3DDeskMV002590.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TLjYH87-u8I/AAAAAAAAADU/cB0y9ok6LwE/s320/3DDeskMV002590.jpg" width="320" /></a></div>A basic tutorial to help with navigation around 3ds Max, simple yet effective. Only standard material added and not rendered as you can clearly see.Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-72842329515195180922010-10-14T10:22:00.000-07:002010-10-14T10:22:16.006-07:00The Oldest Game I have played...Review Full<span class="Apple-style-span" style="font-family: Arial; font-size: small;"><span class="Apple-style-span" style="font-size: 13px;"><div><span class="Apple-style-span" style="font-family: Arial; font-size: small;"><span class="Apple-style-span" style="font-size: 13px;">This was a 200 word Max review but I decided to create this one as to me it was more interesting then cut it down for the hand in. Maybe even add a link for anyone interested.</span></span></div></span></span> <br />
<div class="MsoNormal">If the question is interpreted as it is then I am sure most of anybody would be writing 200 word reviews about Pac-Man or Asteroids but for the sake of the reader I will interpret this as the eldest first game I played.</div><table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TLc1ztqGHcI/AAAAAAAAAC8/TDYZ-HviDuY/s1600/Start+up+paperboy.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TLc1ztqGHcI/AAAAAAAAAC8/TDYZ-HviDuY/s1600/Start+up+paperboy.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><div class="MsoNormal"><a href="http://www.mobygames.com/game/cpc/paperboy/screenshots/gameShotId,132901/">http://www.mobygames.com/game/cpc/paperboy/screenshots/gameShotId,132901/</a></div></td></tr>
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</div><div class="MsoNormal">The year escapes me but it would have been late 80’s.<span style="mso-spacerun: yes;"> </span>I first played this game on my Grandfather’s Amstrad CPC 464 in Colour, I state colour as I believe there was a green monitor version (He was posh).</div><div class="MsoNormal"><br />
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</div><div class="MsoNormal"><span style="mso-spacerun: yes;"></span>Originally created as an arcade game in 1984 by Atari games, Paperboy was a game where you assumed the role of a Paperboy and delivered newspapers to your subscribers along your route on a bicycle. </div><div class="MsoNormal"><b style="mso-bidi-font-weight: normal;">Basic Game Play<o:p></o:p></b></div><div class="MsoNormal">Starting up the game you had a selection of difficulties which were Easy ST, Middle RD or Hard Way.</div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLc2wlkNQWI/AAAAAAAAADA/H91RcKPoO-8/s1600/paperboy+route.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLc2wlkNQWI/AAAAAAAAADA/H91RcKPoO-8/s1600/paperboy+route.jpg" /></a></div><div class="MsoNormal"><b style="mso-bidi-font-weight: normal;">Difficulty Menu<o:p></o:p></b></div><div class="MsoNormal"><a href="http://www.gameguru.in/action/2007/31/ten-new-titles-announced-for-the-xbox-live-arcade-xbla/">http://www.gameguru.in/action/2007/31/ten-new-titles-announced-for-the-xbox-live-arcade-xbla/</a><b style="mso-bidi-font-weight: normal;"><o:p></o:p></b></div><div class="MsoNormal">Once you selected your route you started the first of seven days of deliveries.<span style="mso-spacerun: yes;"> </span>The bicycle would continuously move although you could slow down and speed up, stopping would not happen till the end of the round.<span style="mso-spacerun: yes;"> </span></div><div class="MsoNormal">Delivering only to your subscriber’s accurately into a post box which was located variously right by the house or by the pavement, would score a bonus which was ideal but you had unlimited attempts at delivering a paper although you did not carry an unlimited amount of papers.<span style="mso-spacerun: yes;"> </span>Failing to post a paper however, could lead you to lose subscribers or even damage the houses (Smashing closed windows), if you were inaccurate.<span style="mso-spacerun: yes;"> </span></div><div class="MsoNormal"><br />
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</div><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TLc3JdcFhLI/AAAAAAAAADE/qlaKKzdFAgU/s1600/paperboy+house.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TLc3JdcFhLI/AAAAAAAAADE/qlaKKzdFAgU/s1600/paperboy+house.png" /></a></div><div class="MsoNormal"><b style="mso-bidi-font-weight: normal;">Colour house with car collision<o:p></o:p></b></div><div class="MsoNormal"><b style="mso-bidi-font-weight: normal;"><br />
</b></div><div class="MsoNormal">To aid this, the house’s with subscriptions were highlighted in full colour whereas houses without were dark and shaded. <a href="http://www.mobygames.com/game/cpc/paperboy/screenshots/gameShotId,132908/">http://www.mobygames.com/game/cpc/paperboy/screenshots/gameShotId,132908/</a></div><div class="MsoNormal"><br />
</div><div class="MsoNormal"><span style="mso-spacerun: yes;"> </span>If you did pass a house which was dark and shaded this was not to be ignored for the other object of the game was to vandalise these houses as well as anything else you could hit in the street for extra bonus points.</div><div class="MsoNormal">Obstacles however were scattered around in many forms.<span style="mso-spacerun: yes;"> </span>Grids, cats, people, cars, dogs, street fights, bee’s and many more.<span style="mso-spacerun: yes;"> </span>If you were to collide with any of these it would result in the loss of a life (picture above shows this) followed with<span class="Apple-style-span" style="color: white;"> </span><span class="apple-style-span"><span style="font-family: Arial, sans-serif; font-size: 10pt; line-height: 115%;"><span class="Apple-style-span" style="color: white;">%#@*! and SMACK</span></span><span style="color: black; font-family: "Arial","sans-serif"; font-size: 10.0pt; line-height: 115%;">!</span> depending on what you hit.<o:p></o:p></span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLc35eRztKI/AAAAAAAAADI/vwFsR9GsLe0/s1600/bonus+round.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLc35eRztKI/AAAAAAAAADI/vwFsR9GsLe0/s1600/bonus+round.png" /></a></div><div class="MsoNormal"><b><span style="color: black; font-family: "Arial","sans-serif"; font-size: 10.0pt; line-height: 115%;"><i><u><br />
</u></i></span></b></div><div class="MsoNormal"><span style="font-family: Arial, sans-serif; font-size: 10pt; line-height: 115%;"><b><span class="Apple-style-span" style="color: white;">Bonus round</span></b></span></div><div class="MsoNormal"><span class="apple-style-span"><b style="mso-bidi-font-weight: normal;"><span style="color: black; font-family: "Arial","sans-serif"; font-size: 10.0pt; line-height: 115%;"><br />
</span></b></span></div><div class="MsoNormal">At the end of your day, you were given a timed bonus track to rack up those points.</div><div class="MsoNormal"><br />
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</div><div class="MsoNormal"></div><div class="MsoNormal"><a href="http://www.mobygames.com/game/cpc/paperboy/screenshots/gameShotId,132911/">http://www.mobygames.com/game/cpc/paperboy/screenshots/gameShotId,132911/</a></div><br />
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</div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLc4yV1R7uI/AAAAAAAAADM/bhNC3FdtCXg/s1600/Daily+report.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLc4yV1R7uI/AAAAAAAAADM/bhNC3FdtCXg/s1600/Daily+report.png" /></a></div><div class="MsoNormal"><span class="apple-style-span"><span style="font-family: Arial, sans-serif; font-size: 10pt; line-height: 115%;"><b><span class="Apple-style-span" style="color: white;">Daily Report</span></b></span><o:p></o:p></span></div><div class="MsoNormal"><br />
</div><div class="MsoNormal">Like all games at the end of the day you were presented with a report on how you did.<span style="mso-spacerun: yes;"> </span>You’re score, losses or gained subscribers, and the amount of lives remaining for the next day’s paper round.</div><div class="MsoNormal"><br />
</div><div class="MsoNormal"></div><div class="MsoNormal"><a href="http://www.mobygames.com/game/cpc/paperboy/screenshots/gameShotId,132912/">http://www.mobygames.com/game/cpc/paperboy/screenshots/gameShotId,132912/</a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TLc45NSPt_I/AAAAAAAAADQ/ooenXUkks8A/s1600/hall+of+fame.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TLc45NSPt_I/AAAAAAAAADQ/ooenXUkks8A/s1600/hall+of+fame.png" /></a></div><div class="MsoNormal"><span class="apple-style-span"><span style="color: black; font-family: "Arial","sans-serif"; font-size: 10.0pt; line-height: 115%;"><span class="Apple-style-span" style="font-family: 'Times New Roman'; font-size: medium; line-height: normal;"><b><span style="color: black; font-family: Arial, sans-serif; font-size: 10pt; line-height: 14px;"><br />
</span></b></span></span></span></div><div class="MsoNormal"><span class="apple-style-span"><span style="font-family: Arial, sans-serif; font-size: 10pt; line-height: 115%;"><span class="Apple-style-span" style="font-family: 'Times New Roman'; font-size: medium; line-height: normal;"><span style="font-family: Arial, sans-serif; font-size: 10pt; line-height: 14px;"><b><span class="Apple-style-span" style="color: white;">Hall of Fame</span></b></span></span></span></span></div><div class="MsoNormal"><span class="apple-style-span"><span style="font-family: Arial, sans-serif; font-size: 10pt; line-height: 115%;"><span class="Apple-style-span" style="font-family: 'Times New Roman'; font-size: medium; line-height: normal;"><b><span style="font-family: Arial, sans-serif; font-size: 10pt; line-height: 14px;"><span class="Apple-style-span" style="color: white;"><br />
</span></span></b></span></span></span></div><div class="MsoNormal"><span class="apple-style-span"><span style="font-family: Arial, sans-serif; font-size: 10pt; line-height: 115%;"><span class="Apple-style-span" style="color: white;">A Hall of fame was presented when the game came to an end.</span><o:p></o:p></span></span></div><div class="MsoNormal"><span class="Apple-style-span" style="font-family: Arial, sans-serif; font-size: small;"><span class="Apple-style-span" style="font-size: 13px; line-height: 14px;"><b><br />
</b></span></span></div><div class="MsoNormal"><a href="http://www.mobygames.com/game/cpc/paperboy/screenshots/gameShotId,132914/">http://www.mobygames.com/game/cpc/paperboy/screenshots/gameShotId,132914/</a><span class="apple-style-span"><span style="color: black; font-family: "Arial","sans-serif"; font-size: 10.0pt; line-height: 115%;"><o:p></o:p></span></span></div><div class="MsoNormal">Amazingly this game was reinvented on many platforms for years to come and even sequels would arrive in 1991-1992 with Paperboy 2.</div><div class="MsoNormal">Platforms which this game can be played are Amiga, Amstrad CPC, Apple IIgs, Atari ST, Blackberry, Xbox 360, Game Boy, Dos and many more proving that this game was and is still a good fun addictive game.<span style="mso-spacerun: yes;"> </span>More platforms this game can be played on can be found at <a href="http://www.mobygames.com/game/paperboy">http://www.mobygames.com/game/paperboy</a> </div>Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0tag:blogger.com,1999:blog-6451325109738415367.post-35744854479353952322010-10-13T18:52:00.000-07:002010-10-27T20:11:12.706-07:00Alley Assessed Work<div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="font-size: x-large;">Week 2</span></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;">A basic Alley scene with standard material</div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TLZf2Kn-IsI/AAAAAAAAACw/Rsnsmjn9Zhg/s1600/AlleyTutorial.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TLZf2Kn-IsI/AAAAAAAAACw/Rsnsmjn9Zhg/s320/AlleyTutorial.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLZf2yyqSRI/AAAAAAAAAC0/9WO6WWuL5Hw/s1600/AlleyTutorialprt2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLZf2yyqSRI/AAAAAAAAAC0/9WO6WWuL5Hw/s320/AlleyTutorialprt2.jpg" width="320" /></a></div>Right well this is one of my first Assessed tutorials for my 3D course. Very basic really using box's to create this block affect but interesting to show how quickly this can be done and I am talking about minutes. This was created using a 2D map (shown below) and just using this map to create box's and Planes in 3ds Max.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLZh8nZJPKI/AAAAAAAAAC4/j4Nubb4OTHg/s1600/Alley+Plan.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLZh8nZJPKI/AAAAAAAAAC4/j4Nubb4OTHg/s320/Alley+Plan.jpg" width="253" /></a></div><div class="separator" style="clear: both; text-align: center;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif; font-size: small;"><span class="Apple-style-span" style="font-size: 11px;"><i><b><br />
</b></i> </span></span></div><div class="separator" style="clear: both; text-align: center;"><span class="Apple-style-span" style="font-family: 'lucida grande', tahoma, verdana, arial, sans-serif; font-size: small;"><span class="Apple-style-span" style="font-size: 11px;"><i><b>Right a quick update on this. Noticed some errors on this work, Fire door was floating a little when I used pro boolean which caused an unwanted step and I did not like my scaling too much so I have altered this. Also fully rendered and added materials with variant shades of grey/black so certain things are more clearly seen.</b></i></span></span></div><div class="separator" style="clear: both; text-align: center;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif; font-size: small;"><span class="Apple-style-span" style="font-size: 11px;"><br />
</span></span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLx9ymQJxvI/AAAAAAAAAEU/YuULobP6WGI/s1600/Alley+Tutorial+final+and+rendered.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLx9ymQJxvI/AAAAAAAAAEU/YuULobP6WGI/s320/Alley+Tutorial+final+and+rendered.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif; font-size: small;"><span class="Apple-style-span" style="font-size: 11px;"><br />
</span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><span class="Apple-style-span"><span class="Apple-style-span" style="font-size: x-large;">Week 3</span></span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;">This week we have been asked to add in a light on the ceiling of the delivery entrance. This is created using a chamfer cylinder with tricks such as extrude and symmetry.</span></div><div class="separator" style="clear: both; text-align: center;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: center;"></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLylNu3DZ8I/AAAAAAAAAEc/WEgn0Er30Vg/s1600/Alley_Light_Close.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLylNu3DZ8I/AAAAAAAAAEc/WEgn0Er30Vg/s320/Alley_Light_Close.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;">I then added the same material and did a whole scene render as before</span></div><div class="separator" style="clear: both; text-align: center;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TLylgO3iiSI/AAAAAAAAAEg/GO9k4gkuPTQ/s1600/Alley_Light_CameraView.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TLylgO3iiSI/AAAAAAAAAEg/GO9k4gkuPTQ/s320/Alley_Light_CameraView.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;">Also this week I have been asked to make a broken window for the window alcove I created in week 2. This was done using planes and box's with techniques such as extrude, attach, creating a path and lofting, swift loop and more</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;">First picture is rendered but I added no material which actually looked better as you could see more detail in this shot</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLzdgVrVflI/AAAAAAAAAEk/t47hDiFpyEs/s1600/Alley_Window_Close.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TLzdgVrVflI/AAAAAAAAAEk/t47hDiFpyEs/s320/Alley_Window_Close.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;">Then with the same render I added material to match the rest of the scene</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TLzdt3EUITI/AAAAAAAAAEo/QPJi92LRCHM/s1600/Alley_Window_Close_Material.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TLzdt3EUITI/AAAAAAAAAEo/QPJi92LRCHM/s320/Alley_Window_Close_Material.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;">And finally a full scene render, although you cannot really see the window from this angle</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TLzd8CbXq8I/AAAAAAAAAEs/UCbBngYY9IM/s1600/Alley_Window_Scene.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TLzd8CbXq8I/AAAAAAAAAEs/UCbBngYY9IM/s320/Alley_Window_Scene.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><span class="Apple-style-span" style="font-size: xx-large;">Week 4</span></span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;">This weeks task was to create the dumpster's and fence. No new techniques used to create these that I can think of just basic symmetry, bevel, extrude, weld, target weld like previous stuff.</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;">So first up is my dumpster. Its like a big industrial dumpster that some sort of machine would come along and pick up via the handles created</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;">Front</span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TMjoWa3YbNI/AAAAAAAAAFk/XMGEWU1UB9w/s1600/Dumpster.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://1.bp.blogspot.com/_bsRKZb-3y1Q/TMjoWa3YbNI/AAAAAAAAAFk/XMGEWU1UB9w/s320/Dumpster.jpg" width="320" /></a></div> Rear<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TMjoXFjhZmI/AAAAAAAAAFo/ilLeQrmAScQ/s1600/Dumpster+rear.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TMjoXFjhZmI/AAAAAAAAAFo/ilLeQrmAScQ/s320/Dumpster+rear.jpg" width="320" /></a></div> Wireframes<br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TMjoX6WMECI/AAAAAAAAAFs/j7E47e93a_Q/s1600/Dumpster+Wireframe.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="242" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TMjoX6WMECI/AAAAAAAAAFs/j7E47e93a_Q/s320/Dumpster+Wireframe.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TMjoYRh6PjI/AAAAAAAAAFw/iXwH-3Zzs3s/s1600/Dumpster+Wireframe+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="232" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TMjoYRh6PjI/AAAAAAAAAFw/iXwH-3Zzs3s/s320/Dumpster+Wireframe+2.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TMjoZlVHMrI/AAAAAAAAAF0/O-jR5-kh7kI/s1600/Dumpster+Wireframe+3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="283" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TMjoZlVHMrI/AAAAAAAAAF0/O-jR5-kh7kI/s320/Dumpster+Wireframe+3.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;">The Fence which will be attached to the walls of the buildings via the little bolt items created</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TMjpDcEYrKI/AAAAAAAAAF4/Jt8oqrGDXcs/s1600/Fence.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TMjpDcEYrKI/AAAAAAAAAF4/Jt8oqrGDXcs/s320/Fence.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TMjpD5HSnJI/AAAAAAAAAF8/HN-WnU5vEts/s1600/Fence+Wireframe.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="257" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TMjpD5HSnJI/AAAAAAAAAF8/HN-WnU5vEts/s320/Fence+Wireframe.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TMjpEXtQMbI/AAAAAAAAAGA/6ySSi8uouyM/s1600/Fence+Wireframe+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="243" src="http://3.bp.blogspot.com/_bsRKZb-3y1Q/TMjpEXtQMbI/AAAAAAAAAGA/6ySSi8uouyM/s320/Fence+Wireframe+2.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;">Next week I will be adding textures to the scene so before this is done I decided to render the whole scene again with all the objects</span></div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: center;"><a href="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TMjpac_1U_I/AAAAAAAAAGE/eCjRULerF9M/s1600/Final+Alley+Scene.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://4.bp.blogspot.com/_bsRKZb-3y1Q/TMjpac_1U_I/AAAAAAAAAGE/eCjRULerF9M/s320/Final+Alley+Scene.jpg" width="320" /></a></div><br />
<div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TMjpbYsZSGI/AAAAAAAAAGI/eYWp8HKEJFE/s1600/Final+Alley+Wireframe.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="170" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TMjpbYsZSGI/AAAAAAAAAGI/eYWp8HKEJFE/s320/Final+Alley+Wireframe.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: center;"><a href="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TMjpgu0K1nI/AAAAAAAAAGM/d8kWlSdb88Y/s1600/Final+Alley+Scene+wireframe+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="209" src="http://2.bp.blogspot.com/_bsRKZb-3y1Q/TMjpgu0K1nI/AAAAAAAAAGM/d8kWlSdb88Y/s320/Final+Alley+Scene+wireframe+2.jpg" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><br />
</div><div class="separator" style="clear: both; text-align: left;"><span class="Apple-style-span" style="color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif;"><br />
</span></div><div class="separator" style="clear: both; text-align: center;"></div>Anonymoushttp://www.blogger.com/profile/16230801689044184879noreply@blogger.com0