Monday, 18 February 2013

Workflow Concept


Above is a quick sketch to demonstrate how we will be taking a modular approach to the creation of our level. After feedback from the pitch we will be removing the BSP block fom the process and instead creating the simple geometry within Maya to import into UDK, as BSP brushes are out of date and not as easy to use as regular meshes.

Essentially we will be making a kit that will allow us to make a large variety of buildings and other assets to populate our scene, this means that we can spend time creating impressive and detailed assets that will be used multiple times throughout the game, instead of spending lots of time on and object that is seen once in a small area.

Below is a concept sketch to show off how i will be approaching the designs for the town. I will start off with one variation of a building and then break it down into it's components and then see if they can then be further broken down. These pieces will be added to our kit. We can then model these kit pieces and see how many variations we can create within UDK and then use this information to decide which new pieces we should create to allow us more variety, which will involve another design sheet.


(Update)

Added some more critical pieces to the first iteration of the kit, with a comparison to my more refined concept.





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