Last week I asked Emily to give me a further block out of her ship to add to the environment to work out a better sense of scale, along with having a model there we can just switch out at intervals as we progress through the project. The ship was bigger than anticipated so I had to scale up the ship site.
The environment has expanded slightly, but with the ship in there, we've decided to cut off everything behind it to the player, so really the size has decreased a bit.
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Added sections. |
With the ship now placed I set to work doing a basic sketch over to show how I imagine it to look. Emily and I need to collaborate on this bit to make it work, so by having the block out here, I t makes my life a lot easier. Allowing me to work around the basic mesh and progressive meshes, until the time comes to import the final one.
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Ship concept. |
I encountered a problem this week too with collisions. Obviously I'm creating custom collisions for my meshes, but when I imported them they weren't recognised. After a bit of googling I found out that not only do I have to have "Auto generate collision" un-ticked, but I also need "One convex hull per UCX" un-ticked as well. Not only that but from the same article I found out that you can use the prefix UBX to create a basic box collision and USX to generate a spherical one too. The more you know. Credit to the source "http://tracegordonart.com/ue4-collisions-tutorial/"
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I know I'm not set to start modelling this week but I got it started early. At the beginning of the week I made a lamp post. Then took my hand at making some modular doors to stick in the doorways. One of my concept ideas involved a series of doors at different stages/variations. Rather than 4 completely different ones. The variations were, closed shutter, shutter with cat flap, broken shutter and full open shutter. I think these sit better with the modular aspect. Because as with real life, when companies build houses in bulk, or should I say estates. The doors don't tend to differ greatly, so why should mine.
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Door sketches. |
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Door low polys. |
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Door variations with normals and AO. |
Now the doors are modelled and baked with AO and Normals I can move on to the other modular aspects of the environment. My plan is to model those first, getting the bulk of the level out of the way and then I move onto the unique buildings, followed by all the details and smaller meshes to flesh out the level.
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