Saying this I changed my plan to only work on a few tweaks and small assets for this week. I've also worked out that if I can create 4 assets a week I should be able to populate the environment as much as I want.
Friday, 30 January 2015
End of January Update
Saying this I changed my plan to only work on a few tweaks and small assets for this week. I've also worked out that if I can create 4 assets a week I should be able to populate the environment as much as I want.
Friday, 23 January 2015
ExpoTees Selection Process - Proposal and Poster Presentation
Regarding an email sent out today it was said that the selection process starts today. I think my proposal and presentation are already in some other blog posts but to make it a little easier I've included the links to download and view them below:
Chris Rumsey FYP - Proposal (Oct 2014 - 794kb)
https://www.dropbox.com/s/qrmr9lwfvguqydp/L1050085_Rumsey_Chris_Proposal.pdf?dl=0
Chris Rumsey FYP - Progress Review (Dec 2014 - 4.5mb)
https://www.dropbox.com/s/oj2d64sz1qh2xvp/Chris%20Rumsey%20-%20Progress%20Review.pdf?dl=0
Chris Rumsey FYP - Proposal (Oct 2014 - 794kb)
https://www.dropbox.com/s/qrmr9lwfvguqydp/L1050085_Rumsey_Chris_Proposal.pdf?dl=0
Chris Rumsey FYP - Progress Review (Dec 2014 - 4.5mb)
https://www.dropbox.com/s/oj2d64sz1qh2xvp/Chris%20Rumsey%20-%20Progress%20Review.pdf?dl=0
Thursday, 22 January 2015
Small Assets
I've been doing a lot of the bigger work lately and in the evening I like to fill my time with some smaller projects. I try and pick a smaller asset every night to complete in order to get a big catalog of items into my environment.
Update: 23/01/15
Wednesday, 21 January 2015
Mid-week update - Jan 21st
The first big update is the second wooden floor texture, I ended up messing about with this one a lot but eventually ended up pretty much making it from scratch.
Friday, 16 January 2015
Large asset creation, material making and texturing
So far I've kept up with the schedule that I set out for myself however I've had to move a few things around after some feedback from Darren. These include:
- Modelling in the doors and walkway entrance
- Adding a backface to the walls/windows to improve my shadows
- May lead to re-doing the lighting a little
- Improve on my rug
- Got some advice to look at the rug example in one of the Unreal maps
Onto my actual progress, the map table itself has finished being modeled but I also wanted to go into how I created the design. Not only did I use the concept as reference I also looked at real-world examples (which there aren't many) to make it look like a real-world object.
- Modelling in the doors and walkway entrance
- Adding a backface to the walls/windows to improve my shadows
- May lead to re-doing the lighting a little
- Improve on my rug
- Got some advice to look at the rug example in one of the Unreal maps
Onto my actual progress, the map table itself has finished being modeled but I also wanted to go into how I created the design. Not only did I use the concept as reference I also looked at real-world examples (which there aren't many) to make it look like a real-world object.
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| I looked at a lot of 18th century drawing tables to see how they would be put together. I combined this with the concept art to create an object that looks like it has a straight forward purpose. I initially couldn't find many objects that looked like the concept so I ended up putting a couple together for the final result. |
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| The finished model, I tried to keep the overall look quite simple but I created the swirl designs on the side using a spline inside 3DS Max, these added just a nice bit of detail to the design but also break up the blocky-ness. I've added in a sub-divided plane for now for the map itself. The rest of the maps detail will be done using an alpha channel. |
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| I've been trying to get away without doing too much sculpting, not because I don't like it but simply because it can be really time-consuming on such a large number of assets. I've found NDO to be a huge help in the project so far, I found a number of wood carving designs on the internet and manipulated these inside NDO to create some nice carvings which I can include on my normal maps. |
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| You can see the same example here, for the grooves where the wood pieces would meet I created a PSD full of different shapes created using NDO, I can then use these where ever I want for added detail. I also sneaked in a very faint Assassin's Creed symbol into the wood. |
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| If you've been following my progress you'll notice that I've been creating a lot of my own materials inside DDO itself. I use a mixture of creating my own from scratch and importing them in or completely changing the preset ones. The material above was originally a varnished cherry wood but I adapted it into a very rough and worn wood which will be used throughout my environment. |
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| The current view of the environment as of 16th Jan. Here you can see I've textured a few more assets including the globe table. The table itself was quite hard as I had to get the UVs of the sphere perfect for my map would fit on there with a minimal amount of distortion. There's also a large amount of wood materials so I'm trying to get them all to fit nicely with each other and not just awkwardly thrown together. |
Tuesday, 13 January 2015
Quick Update (Crunch is about to begin) - Jan 13th
I didn't make a usual blog post on Friday due to ongoing work with another module, however I've just set out my plan for this week and also have a quick screenshot or two to show of current progress.
My current plan as follows this week is to get rid of some of the bigger tasks in my environment:
Tues:
- Unwrap globe table
- Unwrap map table
Wed:
- Texture globe table
- Texture map table
Thurs:
- High poly for stairs + side cupboards
- Texture these
Friday:
- Texture the remaining walls + floors
Sat:
- Overflow day
Sun:
- Rest
This should get me back on track after christmas and means I can then start the big crunch on asset creation and start populating the environment on a larger scale.
Engine lockdown:
I've also locked my engine down to 4.6.1, I was originally going to stick with 4.5.1 but I've updated to what the uni labs currently use to keep everything consistent.
My current plan as follows this week is to get rid of some of the bigger tasks in my environment:
Tues:
- Unwrap globe table
- Unwrap map table
Wed:
- Texture globe table
- Texture map table
Thurs:
- High poly for stairs + side cupboards
- Texture these
Friday:
- Texture the remaining walls + floors
Sat:
- Overflow day
Sun:
- Rest
This should get me back on track after christmas and means I can then start the big crunch on asset creation and start populating the environment on a larger scale.
Engine lockdown:
I've also locked my engine down to 4.6.1, I was originally going to stick with 4.5.1 but I've updated to what the uni labs currently use to keep everything consistent.
![]() |
| Couldn't find an exact reference for this map table. However I found similarities in some 18th century drawing tables so I used this research to accurately create a table of this look from the time period. |
![]() |
| Current view of the environment. |
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