Friday 29 April 2016

Catch Up

The Finished Look


After months of work and many set backs we have made it to the end. Above is a final screenshot of the finished level, it is not by far fully completed but the idea and feel are there I think. Whist creating the level I came across problems that I never thought I would of from lighting problems to having to build each building up in sections to my whole environment being laggy due to the amount of objects within my level.

Quick Catch up

After the last post I went back and sorted out several of the problems that where arising such as the road texture not looking too great.



The column texture that I re did as the old texture did not match the other textures and this way it allowed me to place vine all around the column as if they where over grown.



One of many decal textures that I created to make the environment look a little more over grown and destroyed.



One of two butterfly models that i created and placed within my environment to give it a little bit of life.

Friday 15 January 2016

Getting the hang of this....

Time for the next exciting update of the post apocalyptic environment. Since the last post I  have mostly concentrated on fixing small problems within my environment, Small things such as scaling problems, triggered events, and animations. So lets take a look what I have been up to.


I have created a second building to keep my first building company. The building is 3500 polys or 7000 tris, it stands at 24 floors high it currently has no roof or ground floor but they will appear in time.












I have created an animated swinging sign which constantly loops but it currently does have any textures on the over head sign. A fellow class mate had pointed out to me that there is a problem with the sign as as you can see from a distance it disappears.

















I DID IT!!!! after several days of researching destructible meshes and trying several different blueprints for it to activate with some help I had managed to get a section of my bridge to collapse when you walk through a trigger. i placed this in there as it forces the player to continue to walk through my environment than turning around and walking back.



 We have foliage within the environment now although they look a little shiny. I have place these in to test what the leaves would look like they will by no means stay this way as i might do some tweaking to add vines to the scene.