Sunday, 4 November 2012

Walls and Doors :O!

 Door:

Door (I modeled this door off of the texture below)

I liked this door for 2 reasons: I looks industrial and It looks like the door of the manga entertainment opening on VHS.  It would also fit the player controller through and would be east to show broken.

UVW MAPS: Door

This is applied to both of the faces on the Left rectangle

This is applied to both of the faces on the rectangle on the Right.


Finished Product. I designed this like the characters in class. I placed a plane behind two rectangles with a bitmap of the file I was modeling.   

Corridors:

After creating the corridor I added the door, The ship is meant to be dilapidated and broken. To help get this point across I wanted the door from cryostasis to be broken. To achieve this I made the left part of the door slanted and plan on adding sparks later.

Here is the wall I designed with with lighting.


This corridor is blocked, there is a fire on the other side with a plane that has an image of a room on it. I added this to help reinforce the damage that has occurred while the player has been in Cryostasis. The main character doesn't know the full extent of the damage yet, is the ship about to explode? is the air lock working in the next room? what has h append here and how bad can it really be? These are questions I want the player to ask, when they play the level.

I wanted to tilt the corridors to stop the player from moving on a straight plane. I really don't like a flat design. To the right of the picture (Above) the corridor is slanted up. I want to add an elevator shaft for the player to navigate w
ith the medbay being at the end.



Elevator Shaft goes here ^  

CryoRoom Development:


CryoRoom

CryoRoom (UVW)
I used this Texture for the 'Cryo Room'. I tried other textures but they seemed flat even after I added the  bump mapping. I chose this because it added depth to the walls in the Cryo Room and I wanted a futuristic design.

CryoRoom(UVW-Textured)

CryoRoom Textured

In Game: 


In Game - 1 

In Game - 2

Wall texturing and UVW

I decided to go with a dark texture on the steel because I wanted the hallway to feel like a tunnel. I plan on making the hall way long and dark. Almost like a maze.

Wall for Cryostasis

UVW (With textures)

UVW of wall


Wednesday, 31 October 2012

1:Console Wall (Perse)


1: Console Wall (Front)

I wanted the walls in the corridors to have consoles (Atleast from the Cryo to Med Bay) because it would be a way of monitoring the people in stasis as you went from room to room. The pipes on the side could contain coolant and the consoles regulate it.

It made sense to me to fit some of the walls with vents or pipes because the room on a spacecraft would always be cramped or full, every space made use off in some way.

I didn't want to have blank smooth walls either and would like to continue this kind of design throughout the ships corridors.

*This wall will not be used for all of the ships connecting regions. Just from medbay to cryo and maybe in the Generator room.

I'd like to create vents as well and a power source for the cryostasis chamber.

   

Textures for computer consoles:


From The Thing (John Carpenter)






I wanted to use SciFi looking readouts to add to the ships atmosphere.