Over the past week I've been trying to figure out what to do with the area where the link room leads out to the labratory area where 'Jake Sully' does all his video blogs in the early stages of the film (seen in my previous blog posts). The issue being the Link room has a window and a door looking in to a lab room. I don't really want to create this area unless time makes it possible later. It is inevitable however that you will need to see through this window and door.
I tried to flesh out that room very quickly which only took an hour or two to get its proportions and feel 'in-game' and after some criticism, it would be silly to go and include the lab in the final product at this stage. Its just far too much work to do at the current stage so playing it safe with sticking with the Link Room and Clean room.

[Blockout including the possible Labratory room. A corridor is also featured next to the room which might expand the workload even more.]

[Research Lab from a third person perspective, rather large........]

[Research Lab from a third person perspective, rather large........]
A solution to the door and windows now looking to knowhere will be to close the door and maybe a either create a very basic unlit room through the windows OR to create a bump offset map of the environment that is suppose to exist. This will be a new little challenge for me as it could be a little tough to pull off as I don't really know how to do it just yet and its rather a large room.
The clean room is now properly blocked out to scale from what I can best judge from the film. This area won't be accessed by the player sp most of the assets far away will not be that detailed. However, it looks like its going to be a nice contrast of colour between the Link room and this...

Now the blocking out phase is complete I will seperate each blockout geometry part and place it in UDK so I can interchange finished pieces of art with blockout geometry. Gradually the blockout parts will dispearse and finished assets will fill up the scene. I will also try and blockout some lighting for the scene to get a feel of the atmosphere.
I admit pace has been slow this week and it will be turned around this week with lots of work done by the next post!
Ideally by next week I want to be:
Laters,
Noel
The clean room is now properly blocked out to scale from what I can best judge from the film. This area won't be accessed by the player sp most of the assets far away will not be that detailed. However, it looks like its going to be a nice contrast of colour between the Link room and this...

[Clean room block out in UDK]

[Film version of Clean room - near enough same scale though a few things need to be tweaked such as the windows and rear window with circular doors.]

[Film version of Clean room - near enough same scale though a few things need to be tweaked such as the windows and rear window with circular doors.]
Now the blocking out phase is complete I will seperate each blockout geometry part and place it in UDK so I can interchange finished pieces of art with blockout geometry. Gradually the blockout parts will dispearse and finished assets will fill up the scene. I will also try and blockout some lighting for the scene to get a feel of the atmosphere.
I admit pace has been slow this week and it will be turned around this week with lots of work done by the next post!
Ideally by next week I want to be:
- Blockout seperated and asset list created
- Basic lighting set up
- Get building assets to put in the scene
Laters,
Noel