Tuesday, December 20, 2011

Nemesis

Reference Image
I bought Cave Story+ last week on Steam. Now, one can make arguments for both the new and original music and graphics, but I for one really liked the new weapon sprites. So much so that I wanted to create 3D versions of them. I decided to start with the Nemesis.
More images after the break.


Monday, December 12, 2011

Collision Maps

Last post was mostly to showcase the assets I created. In this post I will go into more detail about collision maps. Prior to this project I have not worked with meshes in UDK (honestly I haven't done very much work with models and meshes of any kind), but in retrospect I should have anticipated collision problems. Automatically matching the collision map to every imported model isn't very feasible, especially for complex shapes.

Collision and UV Maps

The lack of updates recently were not due to lack of progress so much as putting off updating this thing. Mike was finally able to get 3DS Max working and imported my models into UDK. I UV mapped my shelves and they are now ready for texturing. My template isn't exactly efficient, but it's serviceable for now. I didn't want to get too fancy if we needed to change it later.






I also discovered my own ignorance in regards to collision bounding. Upon importing the shelves into UDK we found that the collision bound was a cube designated by the 8 extreme corners of the model. Fixing this problem turned out to be quite simple, and I quickly threw together a collision map in 3DS Max for the shelves, as seen in the example below.

Tuesday, November 22, 2011

More Models!

It's been a while since my last post. I haven't gotten much done besides documentation (and Skyrim), until now. I present, the ever useful box!

I would say that this is good progress for 2 weeks. More the come in the future!

 ...
It's the future now.
I also completed 3 variations of shelving units.

Saturday, November 5, 2011

Let There Be Boxes

So far our team, which we have decided to call BOX'D Software, has been working primarily on documentation and deciding how we want to tackle our project: a warehouse training simulation for Aspire. We've decided to use Unreal for our engine. It has fallen to me to create our model assets and to assist with texturing them.

Friday, October 28, 2011

Hello World!

This is my devblog! I will be using it to record my progress for my projects.