Habboi's Blog of Games Design and All Things Awesome!

A Blog made of Awesome and Kittens. ;-)

Sunday, 26 September 2010

Future Scene Progress 02

Did some minor changes today regarding the skydome texture and replacing the floor BSP with a mesh version.

The strange thing is that the mesh floor changes the colour of the light cast from the source. For an example see the pictures below.

I also lowered the city which blocked most of the skydome and it now makes the main scene feel more epic as it is the highest point.

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Saturday, 25 September 2010

Future Scene Progress 01

(Too orange? It's great to compare new with old to see the actual changes.)

As promised here's a new update picture of my portfolio scene. I failed to mention last time that this is the hall that connects the main room and wasn't meant to be the focus of the scene but I am spontaneous and believe this will benefit me later when I work on the big room.

So today I tweaked the lighting as my memory was running low and I decided to learn how to use a "Lightmass Importance Volume" which tells the compiler where to focus its attention rather than doing the entire map. The reason why I didn't use it in the past was because it kept exporting extremely ugly results. I later discovered it was because the settings I was using were fine when it was rendering the whole space but they were too much when concentrated on a single area.

It was an easy fix and it looks a lot better. I also converted all of the wooden support beams to meshes as lightmass loves them and produces some very nice lightmaps.

Finally I delved back into experimenting with glass and learnt how to use a scenecubemaprenderer to capture the level around it and export a cubemap. Sadly it didn't show very well and actually made the glass look orange so I changed it to some sky blue cubemap for now. I quickly tried to import a custom skydome texture by a member of UDK called Remus but had trouble and will try properly tomorrow.

Oh and the windows haven't been touched yet. It's all temporary. Remember it's still very early as I'll be adding vents and continually tweaking settings.

Thanks for reading.

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Friday, 24 September 2010

I'm back and have lots to say...

For those that actually read my blog and absorb what I have to say you'll be happy to know I'm back and will hopefully continue updating more often.

First of all the reason I haven't updated the blog since July is because it takes a lot of effort to write topics of interest and for the last few months I've been working on some projects to boost my portfolio.

The first of these projects is an Iphone game based on one of my student pieces that I made whilst at university. I don't own a mac and my coding is the worst the world has ever seen so my good friend Dan decided to jump on the wagon and help out. The best thing about remaking one of my old games is that I don't have to work from scratch and am able to improve the formula based on the feedback I got from the original director game.

I can't show any pictures yet as it is still too early and I fear outsiders may steal ideas or graphics. My hope is that this game will count towards my professional page on my portfolio and earning some money on the side is always nice.

It's also good to know that a lot of people who I barely know are already interested in it such as my hairdresser or people where my mother works so it might make me a million pounds after all.

The next project I'm working on is a portfolio scene made in the Unreal engine to improve my skills and demonstrate that I can create indoor scenes as well as outdoor. It's still very early in development and it looks different everyday but it's been fun so far and I've learnt a lot about post production effects such as ambient occlusion and using lightmass technology properly.

I have a long way to go before it will be complete but I believe it will really benefit me in the future.

Finally I was amazed to find out that AVGN (Angry Video Game Nerd) has recently posted that he may one day create a movie based on his character. From what he has revealed it sounds like I'll really enjoy it and I'd be truly amazed if it made it to the big screen although I somehow doubt that'll happen (sorry James). I wish him luck and hope it succeeds.

Full details can be read here:


Right, thanks for reading. I'll be sure to keep up-to-date with my portfolio progress as Naughty Dog studios said a good games designer posts his progress on a blog.

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