Thursday, August 29, 2013

Adding final bits, finishing up texturing and stuff.

Added a fog effect to make the level look more eerie. Also been trying to finishing up the textures, I will need to finalise the level by the end of the month so that I will have time to write the report. If I do finish the report early, I will keep enhancing the level.





Monday, August 26, 2013

Screenshot angle test

Just a few screenshots of the level, testing different angles, deciding which ones will be used as high res screenshots for the final hand-in along with a video.






A murder of crows..

Thought of adding a simple crow mesh into the level to sit on the clothing lines.
I'm trying to enhance the borders of the level so that the player  doesn't see outside it. I will need to finalise everything by the end of the week if I am to meet my deadline. I will need to leave a week for writing and refining the report.



I also decided to call the project 'Plagued'. I have the logo back on my computer, which I will upload soon.

Friday, August 23, 2013

Can't be arsed wi' a title.

Adding more details, texturing the untextured props, still enhancing lighting and so on.

I will need to cover up parts where players can see beyond the map to the edge of the terrain. I think making 2D townscape backdrops will do it.






Wednesday, August 21, 2013

Post-processing tweaks, pavements and decals.

Just an update on what's happening so far in the level. I have looked at a tutorial on adding SSAO to the scene and it seems to have worked quite well, giving the level a stylish look.

I've also added some more blood decals to make the streets look gorier.




Monday, August 19, 2013

Prop detail

Last week I focused on creating props for the level to make it look more cluttered and chaotic. There are still some areas that needs refining as they look a little plain plus I will continue to create more props to enhance the level.





I created a new tileable texture for the street as the previous one wasn't suited for it. I think the new texture makes it look a lot better now.

Monday, August 12, 2013

Level Progress Update - 12th August


 I've added some depth of field to the post-process volume to give the level some depth to it. I also tweaked the post-process colours to a more green look.

I will need to start doing some more props and such to clutter the streets. I have decided to sculpt some rotting hands, human giblets and bones as it will enhance the level. I will also work on more decals , broken windows and more broken doors.





Wednesday, August 7, 2013

Blood decal test

The level is finally coming together, just need to create a few more buildings before moving to additional detailing, texturing untextured models, props, decals, skybox, background town scape etc.

 In Left 4 Dead, there are written text on the walls in certain places, most of them in the safe rooms. The enjoyable thing about it was seeing what others thought about the apocalypse and some funny  banter. Thought that it would be nice to have that in my level.




Monday, August 5, 2013

Fixing buildings and colour ..... again.

 Haven't been pleased with the previous results so I went back to looking at other reference sources and notice a consistent pattern for the buildings. My buildings on the other hand looked too random and terrible, so I decided to fix the buildings (still some more left) and bring back the greenish tint as the previous one had too much warm colours, destroying the mood.





Friday, August 2, 2013

Thursday, August 1, 2013

More update on "building" building.

Tweaked the lighting a little bit and added a few more buildings. Textured one of the windows and creating new assets as I go along.

I think I will need to work on the ground texturing as I can't see the whole scene come together with the plain tiled textures. I will need to prepare a few tileable textures and make them ready for vertex painting.