Wednesday, February 28, 2007

my work.

Tuesday, February 27, 2007

Fletcher Building



...made from MDF.

Monday, February 26, 2007

sink done

yeh that looks like nice work guys.
-great texturing on that toilet. would like to see whats in the toilet. or dont i? :S lovin that light box too.

-john it's looking good and that lamp is looking very sweet. on the blockworld topic im glad it's been done. also if you get time go down to the art studio of chris's and look at the map if you can. the ground floor got amended last week i think. so it would be good now to start editing the blockworld.

-we all need to give feedback on eachothers work if theres ideas of improvement. remember when it gets imported and it looks crap. we will regret this moment of input.



a section im workin on for the surgery. got pipework, sink, taps, shelves. mapping was hard but it's complete. so should have it completely textured for tomorrow!

what i've been doing this week

the light box is 156 polys, mapping needs some work at the top. going to try and add a glow to the screen if we want it on, also plugs are on the way.

toilet 682 polys
still working on this one its 208 polys. the food vending machine mesh is done but needs texturing.
the glass alpha will be done by wednesday and a updated asset list.

Woo

Image #1 : Beams of light.


Good News : I've finally sussed how they're done in HL2 (they've changed it since HL1)

Bad News : They're models... it might require making a model for each beam.
We shall see.


Image #2 : An outside view of the map.


This image made possible due to my shoddy implementation of...


Image #3 : The 3D skybox



Using models from Half Life 2 for now, but they're easily replacable once we have our own.

Speaking of which...



Mesh of a surgery light... perhaps a little oversized (damn you, scale) and in need of texturing, but I can sort that out tomorrow when I have access to Joel's epic texture library.

Sunday, February 25, 2007

table amended


hope its better. its got a redy metal look which gives it a glossy shine with the hl shader.

table done


hope this is ok. will break it up. and attempt to make more for the surgery for wednesday not tomorrow. remember. all the assets will need to be up for tomorrow for critic here! so get posting.

Saturday, February 24, 2007

whiteboard done


does hammer let u apply a texture to an object? like can i export the same mesh 3 times. and just apply a texture to one and use another for the other two? otherwise i will need to clone a mesh with another texture on then export it... please let me know someone.

chair done


now i just gotta break it up a bit :)

Yay, it finally happened.

I posted something on the wrong blog.

Nothing Like Being There

...and an hour and a half later, I have this :





...which feels a hell of a lot closer to the real scale.

Any time we want to do this again in the future, the rule is : Ignore scale.

Screw scale right in it's stupid face

Remember when I said the blockworld might have gone too far the other way ?

It did.

I imported a model to it, and the world is freakin' huge... I'm rebuilding it a third time using photographs, guesswork and common sense based on what Hammer likes.

Bloody thing...

Friday, February 23, 2007

Brother from another mother


Hee is the 2nd Fire Extinguisher, exactly the same mesh but different texture, I think it works well.

Thursday, February 22, 2007

prison office compilation


hope you guys like it. this is how i plan the office will look in the level.

Tuesday, February 20, 2007

boredom


...

computer done


going to probably edit the normal map seeing as its not possible for components to penetrate the side window... probably sort it out tomorrow. c ya boys then.

monitor


pc tower time... after champions league :)

keyboard


done. monitor time now.

prison desk


for the gaurds room. gunna put 17" tfts keyboard and mouse and some alpha paperwork scattered over them. then hopefully create some 20 widescreen lcds to hang at the top of the ceiling above the desk.

You Can Die Now


What this image represents is a working "proof of concept" of Unnecessary Effect #1... the "hand through the door" is now poorly modelled, poorly textured and poorly animated, but it's working... all it needs is jazzing up and it's got to be worth some major Joel-Points.

Hopefully once that door mesh has been tidied up, it can have multiple textures slapped on it and be pasted all over the map.

Monday, February 19, 2007

TAP



here is the tap. got to work on the texture, 495 polys

FINISHED






Here is the final version of the Fire Ext, It has been modified as instructed, well advised:P

sink.


a normal mapped sink. don't know why. just hope it looks ok for everyone. let me know. jake u done the taps yet!?

Its a bit treeish


I posted this on bb but here it is again, its not great but I think it looks ok...But a bit treeish

Sunday, February 18, 2007

fuck

what a shit fucking BB system. who the fuck scripts and creates the db. completely crap im disgusted. also with pcworld too causing this random outburst of mine. B_A_S_T_A_R_D_S_!

Withouth the light..

Since Blakcboard hates me today I have to post my images here so here you go, the fire ext with no lighting or anything and lots of them.


Second Atempt


Here is the same mesh but with dirty and normal mapped texture.

Saturday, February 17, 2007

entrance_scene_texture


bags of stuff to finish yet. Tom if you want the texture to mess and jazz up to the decaying standards of our style. please contact me. i'll send you the .PSD to work with.

Friday, February 16, 2007

Fire is good


Hye I made the Fire exstinguisher, The texture is just basic but it shows the overall look of the object. Hows it look?

Wednesday, February 14, 2007

Cool Site

Thi is an awsome set of pics for our prison reference.

www.flickr.com/photos/pendejo/sets/401204/

Sunday, February 11, 2007

Yeah guys, it's coming along...


Blockworld exists... badly.

Some artistic liberties will need to be taken, as some of the angles are a sod to build properly, and despite making it to the scale of my template, some of the door frames and corridors are too small to fit through.

But still, I thought I'd share progress. :o)

(It will look better than this for next week, don't worry)

Sunday, February 04, 2007

Day of the ermm not triffids err blind angry people.

Watching Day of the Triffids and got thinking of our story for our survival horror, and perhaps we could have a good old no zombies just insane blind people. just a quick idea:P

Friday, February 02, 2007

It's Like Being There




...Only not.

GO TEAM.

Model Exporting Instructions

To get a model from Max to Half Life, you first need to export it as an .smd file.
The exporter has been posted on Blackboard in the "SMD Exporter" topic.

It comes with instructions, but just in case you don't see them :
Put the 2 files inside the .rar into 3D Studio's "Plugins" directory. They should magically work next time you start Max.

Once you have a lovely, Joel-impressing finished model, go to the export menu...


And select "Valve HL2 SMD"...


...name the SMD using whatever naming system we have, put it in the correct folder for whatever filing system we have, and click "Save".


This window should pop up.

"Skeletal Animation" will be pre-selected, we do not want that.

Change it so it's exporting a "Reference", click "Export" and then hopefully you'll get a nice, lovely .smd file sat in the pre-selected folder.

If the model is not animated, then that's all that's needed Max-wise to compile the model into a game-readable file... if however we want animations, we'll need an .smd for each animation. Also, if the model is a crazy shape we may need to create a collision box for it, but for simple things like chairs and fire extinguishers we should be OK.

These .smd files will then be run through a program called "StudioCompiler" which transforms them into .mdl files. It requires the Source SDK to run. However, since I last compiled a model, Valve seem to have updated Steam in such a way that it crashes StudioCompiler... Thankfully my laptop hasn't been connected to the internet for almost a year now, and has a working version on it. (Worst case scenario, we can compile models using the basic SDK tools and the Windows command line... the command line scares me though, so it might be best to avoid it)

Rules for making sure models use the correct textures, and also the filing system we'll be using shall follow soon...


(All info I post on here will be compiled together, tidied up and put into a sparkly .pdf file for offline use)

GO TEAM.