Sunday, October 25, 2009

Unreal Lighting Issues... fixed!


Finally, no more ugly black gradients on the corners of walls!

Also, a new window material that isn't noticeable in this shot. :P

Wednesday, October 21, 2009

Modular Stuff in Unreal...


Still annoyed by some of the lighting issues, but I've solved most of my problems.

Sunday, October 18, 2009

Modular Building Stuff... Done.


Quick building setup using my parts. Maya software likes to spit out fuzz whenever two planes are even remotely near each other, so don't mind that... >_>

Friday, October 16, 2009

And the Modding Begins...

We are now starting the process of altering the gameplay of our selected games. Arimaa is an interesting case; whereas most people in the class are striving to fix certain problems they see with their games, I honestly cannot find any serious problems with Arimaa. So, me being a fan of the mantra "don't fix what isn't broke", I'm going to be pushed into some uncomfortable territory.

Not that that's a bad thing. I've already got a few interesting ideas, one of which the teacher really responded well to, so things are looking up at the moment. I'm sure there will be many unforseen twists and turns, some bad and some good, but that's the nature of this career choice.

Now, back to the labs to model, UV and texture a door, window, roof, and piece of trim for next CA class.

Tuesday, October 13, 2009

New Arimaa Illustration

No mechanics this time, just a picture:


I really need to learn how to draw horses...

Thursday, October 8, 2009

Parallax Mapping! (Making 2d surfaces in Unreal look 3d)

I have discovered a new friend. This is my "parallax" material in Unreal applied to a flat surface:



If any of my fellow game arts would like an explanation, just ask!

Simple method to avoid texture tiling...

The biggest game engines support texture blending for things like terrain. In other words, you can "paint" different textures onto the same surface in a manner in which they blend smoothly. See, for example:


Why would one not use a similar process with variations of the same kind of texture in order to "paint away" any noticeable tiling? This could also be used to add "dirt" or "dust" variations to specific parts of the ground - say, perhaps, in the corners of an old unkempt room? Maybe one could have a clean tile texture and blend it in areas with a broken tile texture to give the effect of realistic abuse? Perhaps I'm missing something, but this process seems like it should definitely be used more often in games.

Friday, October 2, 2009

Game Mechanic Illustration #2


Illustrating the combination of the hierarchy of power mechanic and the trap mechanic.