Thursday 24 April 2014

Last minute issues

I'm so close to finishing the modelling process now and I have been checking over the models for their scales and I have found a small issue that will need addressing now before I go onto the unwrapping and testing stage. I have tried to keep all objects within a 256x256 pixel block so they are functional modular pieces. However I have just noticed that the wall pieces are not flat on the factor of 16 grid plane. A small print screen here shows this.


























Here I have highlighted the issue with the walls each grid space is 16 units and is the scale I've used for the whole model space. The red line shows the centre point of the current wall piece, and the blue line is where the centre point should be for this to work.

The solution for this could be that the wall piece's pivot point be put on a factor of 16 which can be seen below. The green cross marks a suitable location for the pivot, this should hopefully also work when the wall is then rotated back around 180 degrees.








Saturday 19 April 2014

Nearing completion of modelling process

The modelling process is nearing completion and i'm nearing the unwrapping section. I am feeling that the process is going well, although I don't have much time left to complete the whole dissertation, the models and their structures are as modular as I can make them.

The rule that I have had to keep by is that each objects parameters must be a factor of 16 or at least the centre of the vertices must end on a multiple of 16. This has come in handy as I set the scale factor in UDK to 16 so that the pieces literally snap together. From this I have also found issues with certain elements.

Here you can see an error with the building connector element.
This is a small screenshot from UDK. Here you can see that there was an error in the model calculations. However when I checked the model dimensions the maths was correct and also the models vertices were each on the perfect spot. This took a few hours to figure out, but in fact it was just a 3dsMax glitch and after re importing the model from a separate file, the error disappeared.

Here is the corner piece in UDK still showing the error
Now, the piece is corrected and all the walls join seamlessly. The corner piece of the wall is also finished after an extensive amount of maths. I must admit that during this whole dissertation, I have found that the extensive and handy use of post-it notes during modelling something so complex in maths a big help. Here is a small note on the maths for the corner piece on it's own.


On the left is a few notes on the construction of the corner piece and to the right a list of factors of 16

As an outcome, here is a print-screen of the final corner piece in a position it could be in during the level editing phase.


In this picture you can also see the scale of the 3 piece building compared to the original mock up model (in red). If anyone could remember from the first mock up, the size of the building was so small that it felt too cramped to walk around as a game character.

Here a print screen of the whole models in the kit so far, there are some models which are there for reference and will be remove before the end. At the top it says there over 41k polygons in the scene, although this total is getting close to the  maximum of 45k polygons, the mock model itself is 12k polys and will be removed soon thus would bring my total down a lot more.






Tuesday 8 April 2014

Modelling update

Hello there! Just a quick modelling update on what I've been doing. I know I should have completed the modelling stage by now, but I simply haven't yet due to the complexity of how each individual model must sit right and be accurate in terms of scale., but I'll update everyone on my current progress.

Right now I'm working on making modular pieces of wall. These pieces are to fit with every opportunity that the level designer needs and so needed a lot of work, but the whole modelling process is nearing completion.


Here is the workings out of the production of a corner wall piece as well as the variety of walls I've already created. They do look very similar, but each individual one has slight variations to counter for different scenarios.

I've also been working on a system of small blocks that will raise up the whole building in a very similar fashion to how the residential are constructed.


Here you can also see a set of steps that I've produced to help the player up the incline. This will have a sloped gradient custom collision box to give the player a smooth transition when moving between gradients and heights.