Doors





heres a quick together shot, to show how we can ultimatly mix the unripped and torn together to give different varients ( first door only atm )



Ok been thinking and planning things to break up the old tile and instances of objects.
Doors playing a big part in a Quarantine situation i started there. Im thinking to design 1 door sized sheeting, so that we can mix different ones with each other for double doors an such.

These are just quick to get general ideas down please do suggest any ideas on this, we can mix these with floor debris and decals to give better feeling.

Again the sheeting is quite clean, no point concepting the grime, can play with that when the models are up and running.

Decals aswell like red 'X's will b cool, for "dead rooms" an such, because with decals, and minor objects an sheeting, we can really reduce our work load and also improve the feel!

Ok heres my ideas for the "shrapnel" of the level.

- Clutter should be designed for general floor scatter, and for room edges

- Things that would be present in the area

-- Leaves
-- Cans
-- Scrumpled paper
-- Leaflets
-- Glass
-- Yellow tape
-- Chair piles
-- Anything wall mounted can be pulled down

We need to make sure we dont go crazy with debris, small amounts but well chosen is the best route.

We also need to define a little more behind the idea of this level, yes Powell will throw a fliddy if we get to bogged down in the "story" but regardless of that the REASONING behind things need to be there,

whys this there, or why isnt it etc etc

Also for debris

--flooring pulled up, different types, general rule behind these random clutter is 3

--- 3 piles of objects re-arranged to make it different, we have ways of making it all cost the same texture wise with some techniques we got from the Eat3d DVD

--- The piles all need ambient occlusions, infact all objects need to have them, saved as a seperate TGA so that me and dan can work some unreal magic on them.

Art Bible / Technical Spec

Ok ive hosted the startings of the Art Bible and created a tech spec for you dan but i just need to send you permissions to alter it.

With regards to me filling the art spec there will be pictures etc of general ideas an such.....

BUT we will get alot more out of this art bible if people ask questions, I can then answer them visually and add it to the art bible

I cant think of every different aspect and well only create a fuller breakdown of whats what if you ask!!!!


DAN - could you give a quick writeup on the ideas behind RGB occlusion maps and the other efficient ways of texture usage in unreal please so people know how to work these things, thanks

Conceptus

Ok concept wise everything is a bit lacking, been busy sorting things out, i guess i need to drop things on other peoples shoulders whilst i finalise an art bible, or you guys can just request concepts and il get them to u the next day.

these are the clean version, expect grime being the theme when done


A note from me

Has: can you post an image of your Corridor ceiling  so that I can tell if any of the C_Box_0# have been included in it or not?

Dan says that you modelled some parts onto the walls as well as the roof and I'd like to know before I UV and texture 6 boxes that may have already been done.

Phil: Can we get the concepts put up on here too? I'd find it useful to have them somewhere that I can use them as a reference. I'd be slightly more confident knowing the final direction. Even after looking up quarantine images, i hardly returned anything useful

Deeper Normals power

Stumbled over this again, i know heather told us about him already but hes got a shader whcih deepens normals in a kinda displacement/paralax way......well i duno but the effects work

Ben Cloward

modeling bridge (has)

work in progress.......







Plans

GROUND FLOOR



FIRST FLOOR