Welcome to Virtual Ecologies!
WELCOME TO THE VIRTUA-ECO FORUMS!

50% of your FINAL ASSESSMENT is an "Individual Effort" mark, so make sure you post as much work on the forums as possible to get the most marks!
Welcome to Virtual Ecologies!
WELCOME TO THE VIRTUA-ECO FORUMS!

50% of your FINAL ASSESSMENT is an "Individual Effort" mark, so make sure you post as much work on the forums as possible to get the most marks!
Welcome to Virtual Ecologies!
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Welcome to Virtual Ecologies!

UE4 Level Design Development Diaries for Virtual Worlds!
 
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 Week 13 Progress

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David91




Posts : 14
Contribution Points : 22
Reputation : 0
Join date : 2016-01-11

Week 13 Progress Empty
PostSubject: Week 13 Progress   Week 13 Progress Icon_minitimeFri Feb 12, 2016 11:21 am

Week 13 was our last week so this is where everybody had finished their tasks and we brought it all together.

The first thing to say about this level is that it is huge, like ridiculously huge. It's so huge that I'm writing this post to kill time while it's building lighting.

So before we get to the joining part... with the city, a lot of progress had been made. Until recently, the city was sitting on a bsp brush and so, I replaced that with a terrain. Given the static meshes sitting on it such as stone paving, buildings and a fountain, I had to keep it mainly flat. However, I gave the terrain a variety of textures to emphasise walkways and grass.

Speaking of grass, I used the foliage brush to add a lot of grass into it. Sure it's a city but it's not industrial so I didn't bother trying to keep it looking completely sterile of plants.

Week 13 Progress 111

Paving went all around the city to emphasise some form of circulation rather than just having people run through the grass.

Week 13 Progress 210

I also added water to the fountain as it was just an empty fountain.
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David91




Posts : 14
Contribution Points : 22
Reputation : 0
Join date : 2016-01-11

Week 13 Progress Empty
PostSubject: Re: Week 13 Progress   Week 13 Progress Icon_minitimeFri Feb 12, 2016 11:37 am

Jacob's rock pillars came together quite well with him building a pillar to support the city and a pillar that had already collapsed.

The pillar, as you can see is no strong enough to hold its own weight and so we've implemented a man-made support that doesn't fit the architectural style so that it doesn't look like it was constructed in that era.

Week 13 Progress Pillar10

The other pillar was designed to show what would happen to the pillar without any support to keep it intact. Jacob created a second broken pillar that would feature in the background.

Week 13 Progress Rocks10
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David91




Posts : 14
Contribution Points : 22
Reputation : 0
Join date : 2016-01-11

Week 13 Progress Empty
PostSubject: Re: Week 13 Progress   Week 13 Progress Icon_minitimeFri Feb 12, 2016 11:41 am

Although Thomas worked hard on his island and rock formations, they stood out against the rest of the project and didn't compliment the entire scene therefore they went through radical transformation.

Firstly, we completely removed the island from the project. Resulting in just the rock formations and sea.

Secondly we repositioned the rock formations so that rather than being individual rock formations, we used them to compliment the broken pillar by treating them as fallen debris. This gave the broken pillar a far nicer appearance.

Week 13 Progress Rocks310
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David91




Posts : 14
Contribution Points : 22
Reputation : 0
Join date : 2016-01-11

Week 13 Progress Empty
PostSubject: Re: Week 13 Progress   Week 13 Progress Icon_minitimeFri Feb 12, 2016 11:45 am

Early in the week, Victor finished his temple. As we treated it as a more ancient location, we tried to make it look more of a disregarded relic rather than a treasured monument of the past so we gave it a more ruined look with plant overgrowth.

Week 13 Progress Step710

Given its damaged state, Victor and Alex made the grove entrance appear through a collapsed wall rather than an architecturally planned entrance.

This was the final appearance of the temple.

Week 13 Progress Finals10
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David91




Posts : 14
Contribution Points : 22
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Join date : 2016-01-11

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PostSubject: Re: Week 13 Progress   Week 13 Progress Icon_minitimeFri Feb 12, 2016 11:52 am

After finishing the exterior, I worked on the building interiors. Given the scope of the level, it would have done more harm than good to make every building explorable. However, I still wanted to showcase some interior design.

Therefore, I only did the interior for one building. As the building style was very medieval inspired, I kept it basic with basic furniture and decor. Decor was limited to a coat of arms, animal head trophies and tapestries/banners. I turned the downstairs into a dining/cooking area and the upstairs was a bedroom. Many of these assets came from the Medieval Tavern asset pack.

Week 13 Progress 410

Week 13 Progress 510

The doors were programmed to automatically open by rotating outwards when the user approached them.

Finally, I added the lighting by setting up candles inside as long as besides the doorways of any buildings in the city and on the front of any market stalls.
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David91




Posts : 14
Contribution Points : 22
Reputation : 0
Join date : 2016-01-11

Week 13 Progress Empty
PostSubject: Re: Week 13 Progress   Week 13 Progress Icon_minitimeFri Feb 12, 2016 11:55 am

To finish it off, Alex worked on building a grove to expand the playable area beyond the city and temple. The grove was designed to be made of rock static meshes and accompanying foliage. However, he also included so stone props and a giant statue.

Here are the results:

Week 13 Progress 12657310

Week 13 Progress 12671610
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