Saturday, 23 November 2013

Name ideas

Monsters vs Mechs
Planetary Warfare
Planetary Conflict
Champion Conflict

Galactic Battles
Planetary Battles 

War Games
Invictus
Imperium

Organization stuff

The folder structure for Google Drive has been adjusted to keep it organized when we start having lots of assets.


Gantt charts will track asset progression through the work flow pipeline we have set out. Displaying who has done each job and what stage it is at.


It will also be used to track bugs for each asset via linking directly to bug report documents elsewhere on Google Drive. The format of these bug reports is likely to change as it is adapted to handle more assets, perhaps also using a spreadsheet document.


Unity Level blockout progression

Blockout





Pathfinding




Friday, 22 November 2013

uv's update and weapon simplify (darren)







Here is a quick post outlining the completion of the mech's UV's and the alteration of the mechs weapon so it doesn't look so over engineered and so it looks like it actually fits on the arm like a solid object.
In regards to the mesh of the light weapons the majority of the poly's weren't being used as effectively as they could have been so I dropped the poly count and it was through that that the mesh started to look more like a solid object. To improve the texture quality overall for the entire mesh I pieced as many parts together and overlapped UV's anywhere I could to gain that better quality and detail and make the overall file more efficient when multiple versions of the mech appear in the game












Rough GUI

A design of Lara's GUI working in Unity.


Asset Update

Archway decoration. 

Updated Building 


Broken Pillar 


Broken Wall



Thursday, 21 November 2013

New tribal Menu :Lara:


Different Menu Layout :Lara:







for some reason this picture is dark on blogger but fine on anything else.






Tuesday, 19 November 2013

Button Background contrasts :Lara:


mech uv unwrap progress and light weapon build (darren)




Here is a quick post showing the progress of the Uv unwrap of the mech model. When working in the UV texture editor I chose to mirror the UV's as much as possible to mainly improve the overall texture potentials of the unwrap. The mirroring of UV's meant that less space was taken up individual UV sections. It also meant that the creation and organisation of the UV's was a fairly quick process and while each of the parts of the mech have  been covered the quality of the UV's is going to be assessed by the group and particularly by the member of the group who is generating the textures and the member who is working within the engine so lara and rich. I have also included images of the light weapon which has been built and may need adjustment once again depending of the needs of lara.