Thursday, July 31, 2008

level design 18

we are finished the Rabbit/PhysX/C4 demo level design. it just came to a point of, "finish it now, or continue forever". i am quite happy with the results so far.
sooo, you are all one step closer to playing around in this place.
here are far too many screengrabs, but i am excited to have gotten to a place where i can say "done". yay us

well, done is a relevant term. it still needs optimisation, and sound added. and the physics objects made do their thing, and lots of other little bits and bob's. but the main level is done.....ish. lol

Wednesday, July 23, 2008

level design 17

work continues unabated. demo is getting nearer and nearer. we had a few delays with optimisation problems, but i think that is in hand now. i am very nearly finished the level to a satisfactory state. we have some truely incredible visuals. i cannot wait to let people have a wander around, playing with all our cool physics props. it will be great.

some new images.
here is a funky little airvent box thing. i dunno why, but i really like it. its nice and chunky and i like the materials.

here is a still of our turbulent sky.

and a still of the tree.

i wanted something to creat a visual break in the street, but give a sense that there is more to the world beyond. i have settled on an overpass. it looks suitably imposing i think. the lighting really needs addressing soon.

Friday, July 11, 2008

Video 01

here is a vid of the sky effects. sunlight, moving clouds. water, and the tree in engine. nearly finished the demo level. as you can see, i am going with a more daytime look for the physics demo.

Saturday, July 5, 2008

level design 16

been a while since i updated, but that does not mean i have not been working. admitedly not as hard as i should be, but its still working.
the main piece of work i have done is a tree. sound simple. it was not. took a lot of trial and error to maximise the detail while making it feasable for realtime remndering.

here is the trunk section. it has two trunks twined together.

the branches are alpha mapped planes.

foliage are planes of course.

here is a wire render. its about 3500 triangles. includingall the detail bits.

ivy and fungus details.

here is a grass model. it is only really three planes. it needs optimising. it was rendered out from a full high poly model. this method is very time consuming, but it looks good from any angle. always a problem with foliage.

a breakable chair model.

and the tire all finished.

we are a few weeks away from having something playable for people to test out. its tough to keep focused on the project at the moment, but when i see the screens up like this, its all worth while.