Wednesday, 27 November 2013

Texturing 25th - 30th


Today I have managed to texture the conveyor belts and hook. They are exported out seperately as 3 different object so they can be re-adjusted in unity. I will next add bump and specular maps to the assets, and continue to texture the other asset for the room.

 
This is a shot of both the conveyor belts with a bump and specular maps. The bump highlights detail whilst the specular highlights light. They have been used together to give off a metal shine but also to show that they have a little wear and tear in them. The bottom shows a dried blood that has been left at the bottom and rust in the metal where is has started to decay.
 
 
This is the turbine fully textured and ready to be put into the game, it has a diffuse, bump, and specular map. I have used rust textures to make it look a little out and outdated whilst a complicated piping texture to exaggerate the high-tech style in which it is built. This is used to power machines around the facility and possibly to grind bodies.
 
 

Monday, 25 November 2013

Assets for the Processing Room


 
These are both assets for the processing room, that were created last week. This week however I shall be texturing and adding more assets to put together for the processing room. Here I have modelled a turbine that powers the machine and the processing machine. I have also created a conveyor belt with the hook that holds humans and pulls them across the room.
 

Wednesday, 20 November 2013

Basic Layout

So we've decided to scale down the map. By doing so we're going to focus on three main rooms that will be accessible to the player (Cage Room, Larbratory and the Processing Room) and one room that the player will be able to look in to (the Disposal Room).


This way, we feel we will not be taking on too much work and we will be able to do these rooms to a high standard that gets the message of our game across sufficiently. This is just a basic graybox view of what it will look like, we shall start adding assests from now on.

Tuesday, 19 November 2013

This week

Concept Art:


Paintover of battery egg cages to show a possible cage room concept. I added the rough figures based on the amount of space chickens get to show the cages as cramped and unpleasant and to reflect reality better. I included the escaped figure to give a sense of how tall this would be in engine.  





Assets:

Maya model of the cooker from Joe's processing room concept.Since posting this I have sorted out the issue with the 12 sided face using connect components.

What I'll be doing...

My job for up coming few days is to refine the graybox we have, adjust the layout of where we want things, ultimately scale it down to only a few rooms, so that we can just focus on specific areas, and move forward from there. I will be carrying on with implementing sounds, some will only play in specific zones, and then I can see if I need to make any amendments here and there.

Look at:

flickering lights - code.

ambient sounds

screams

To do

To Do:

Concepts for processing and cage room (Toop)
Assets needed:
Humans - High poly and low poly models - Edit default mudbox human
Arm holding orb (High poly)
Cages
Conveyor belt
Preparation machinery (processing room)
 Tables
 Tanks
 Lab equipment
Meat hooks 
Textures for all assets, ideally two for humans though a lot of farm animals are clones so if they all look the same it might actually be more accurate to what we are trying to portray.

Monday, 18 November 2013

Processing Room

 
This is a concept of some of the items to be used in the processing room such as; gears, cogs, pistons etc. I have also included images of animals such as cooked pigs and raw cows, to help me to design the colour and texture of the human bodies. I also included some war images of burnt bodies as part of the research. I chose pigs because they are the same colour flesh and meat as human so this will closely help me to design it. I like the cow image because it shows a very interesting way to hang up heavy pieces of meat, very raw colours and just hung there on hooks.



This is the environment concept that I produced for the processing room. I decided to go with a very simple layout showing a convayer belt that pulls humans around the room, into the cooker and then away to be eaten. The layout of the room isn't very accesable although viewing the process of what happens to humans should be horrific for the player to witness. Ive also included some concepts of the vents and machinery as well as some close ups of a pully system and a burnt human.