Friday, November 7, 2008
Responcibilities (Statement)
Throughout this assessment our group work cooperatively in the completion of this project. The redesigning of the building was a collaborative in the development of the new and improved building which took most of our time as we had to rebuild it in solidworks. This would create a new maze like structure to be in conjunction with snakes and ladders. Throughout the environment I did part of the lighting. The static meshes presented throughout presented throughout the environment (the piping, cityscape elevator shafts) and all the particles. This would create the characteristics and the style of atmosphere in the environment. The decision making process in the development of this game highly involved all the members of the group as there was not one person making all the decisions and there was not one person working alone, we where highly collaborative all the way to the completion of the assessment. Thank you to my team members Nick and Andrew.
Image captures
These images show fire, electrical surges, wind, dust and glowing crystals. It was difficult to portray them as it was hard to image capture a flickering image. SOME of the images appear to be quite low in terms of particle visibility this is due to the type of particles I was creating; it was hard to capture wind and dust. Overall the particles used where design to put give the realism of going up a building quite high on the skys as particles was used for clouds, wind, myst etc. Fire, sparks and electrical surges explain the hostile situation the building was presented in with old rundown pipeslines and old static mesh objects. which gives off a neon/gothic feel about the environment. A problem that I had discovered was that when applying a collider with a particle emitter for allowing a particle material to react with objects; such as sparks bouncing off the walls. This only works when you apply it around geometry as opposed to a static mesh so it was difficult to make my particles react with its surrounding objects because the building is a static mesh. Overall I was pleased with the end result and thus aimed for what I was trying to achieve in the assessment.
Thursday, November 6, 2008
Reference
p_wp_impact hammer_secondary_hit_impact from UED3 was edited and used guide/base to create the lightening particles used in the experimentation clip. It was NOT used for the lightening texture used in the actual gaming. My own was used. As it is my own edited version of Cord_Sparks.
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