tag:blogger.com,1999:blog-15549627730581860442024-03-18T02:47:50.147-07:00Pudding Lane Productions - Crytek Off the MapLuc Fontenoyhttp://www.blogger.com/profile/14185434833785699095noreply@blogger.comBlogger17125tag:blogger.com,1999:blog-1554962773058186044.post-9050821252857389872013-11-05T14:58:00.000-08:002013-11-05T15:00:47.841-08:00Off the Map 2013 - Afterthoughts<div class="MsoNormal">
<span style="font-size: 12.0pt; line-height: 115%;">Hello everyone. Firstly, we'd like to apologise for the amount of time it's taken us to respond to all the interest you've shown in our level. I mean, wow. Really; the amount of publicity, and all of the amazing comments we've received over the last two weeks has been
staggering, we could not be more grateful.</span><br />
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<a href="http://2.bp.blogspot.com/-iwxwgWzTo8c/Unl3FvQagVI/AAAAAAAABg4/UqqHh0rN8Z0/s1600/puddinglane.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="424" src="http://2.bp.blogspot.com/-iwxwgWzTo8c/Unl3FvQagVI/AAAAAAAABg4/UqqHh0rN8Z0/s640/puddinglane.jpg" width="640" /></a></div>
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<span style="font-size: 12.0pt; line-height: 115%;">A quick
intro for those who don’t know us. We are six students studying Game Art Design
at DeMontfort </span><span style="font-size: 12pt; line-height: 115%;">University, Leicester, all in our final year.</span><span style="font-size: 12pt; line-height: 115%;"> During the latter
half of our second year studies, we were invited to take part in a brand new competition set by Crytek, Gamecity and The British Library collaboratively. The competition was titled: </span><span style="font-size: 12pt; line-height: 115%;">Off the Map. </span></div>
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<span style="font-size: 12pt; line-height: 115%;">The six of us established Pudding Lane Productions as part of our second year group
project. We chose to take part in the Off the Map project as we knew that it was an opportunity to develop our 3D art and concept design skills, as well as demonstrating how video game technology can be used in a variety of different
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<span style="font-size: 12pt; line-height: 115%;"> On </span><span style="font-size: 12pt; line-height: 115%;"> the 23</span><sup>rd</sup><span class="apple-converted-space"> of October
at Gamecity in Nottingham, Pudding Lane Productions were announced as the
winners of the 2013 Off The Map competition for our 3D reproduction of 17</span><sup>th</sup><span class="apple-converted-space"> Century London, which we had designed using reference taken from the historic maps
in the British Library, and built using state-of-the art CryEngine technology.</span></div>
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<span style="font-size: 12pt; line-height: 115%;">Since winning the award a few weeks ago we’ve been
overwhelmed by the feedback and response from the general public to the
mainstream media, something that none of us were expecting when we began
working on the project. Many questions have been highlighted in recent weeks
some of which we can answer here for you now.</span><o:p></o:p></div>
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<span style="font-size: 12pt; line-height: 115%;"> As already mentioned, we chose to participate in this project and establish Pudding Lane Productions, as part of our second year group project. </span><span style="font-size: 12pt; line-height: 115%;">We never intended for the final map to be available to
play for the general public as releasing a game in the typical fashion for PC
or games console is a completely different ball game</span>. <span style="font-size: 12pt; line-height: 115%;">Our London has had a lot
of love (and disease) poured into it, and whilst we'd love for everyone to have
a stroll in it's unsanitary streets, it was created primarily as an accurate,
immersive visualisation rather than a durable game experience.</span> If,
however, we can find a way for you to be able to experience the level first
hand, preferably bug free (we did not have a dedicated QA team, and 14 weeks is
a pretty short amount of time!) then we will certainly consider making it
available.<br />
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<span style="font-size: 12pt; line-height: 115%;">In regards to what the team is planning to do next; we'd love to say more projects. But, of
course, we are all still university students, and our course eats up a lot of our time. Off
The Map was a completely new venture for both the course, and us as individuals, and we used every hour we
could of those 14 weeks to get it looking the way it does</span>.</div>
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<span style="font-size: 12pt; line-height: 115%;"> Again,
</span><span style="font-size: 12pt; line-height: 115%;">the team would like to thank everybody for the incredible amount of feedback and support we have received over the last few weeks, and we're
overwhelmed<span class="apple-converted-space"> </span></span>that our project
has spread so far and been of interest to such a wide and varied audience. From
historians, to primary school teachers using our work in their class rooms, we
are all extremely happy that our work has made such an impact.<br />
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We'd like to thank the British Library and in particular Tom Harper and
Stella Wisdom for the access we were given to their incredible resources at the library, as well
as Crytek for the use of CryEngine, which truly is an
artist's tool.<br />
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Last but not least, we would like to thank our tutors: Mike Powell,
Heather Williams, and Chris Wright for their ongoing support throughout the
project.<br />
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Also, if you would like to get in contact with any of the team, we'll post e-mails below, but our blog links can be found on the right hand side of this page which have portfolio and contact details as well.<br />
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Dan Hargreaves: dan_7115@hotmail.com<br />
Joe Dempsey: joedempseygameartist@hotmail.co.uk<br />
Luc Fontenoy: lucfonzy@hotmail.co.uk<br />
Dominic Bell: dominicbell2206@gmail.com<br />
Daniel Peacock: dan.pea@live.co.uk<br />
Chelsea Lindsay: chelsealindsaydmuga@gmail.com</div>
Luc Fontenoyhttp://www.blogger.com/profile/14185434833785699095noreply@blogger.com346tag:blogger.com,1999:blog-1554962773058186044.post-38975589989780881942013-05-04T15:16:00.000-07:002013-05-04T15:26:32.606-07:00Grab your propcorn. Things are getting tasty.<div class="separator" style="clear: both; text-align: center;">
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We are now entering the last push for the deadline. Which means there’s a lot of work on our plate to polish our level to a degree we are happy with, which seems to be pretty high.<br />
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In our last presentation before the final one last Tuesday. We received a lot of helpful feedback and ideas from the tutors and fellow students. The main issue being we need to bring the level more alive with movement, as at the time walking through the level felt like a ghost town.<br />
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Most of the props for the level have been finished, so the main task was to tackle the lifeless level. We did this by making loads of little scenes to place throughout the level, such as market stalls, and knocked over pub furniture to imply a fight the night before. The whole point of this is to tell a story, making the level more believable. To tackle the lack of movement in our level without being able to put characters in was tricky. But we decided that making loads of little particle effects will solve it.<br />
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I (Dan Hargreaves) was tasked to create bundles of firewood, a terrain texture of wet mud with puddles, a haypile and some flowers.</div>
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<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;">3 types of fire wood which can be arranged into large bundles</span></td></tr>
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Dan peacock was tasked to create a variety of meats to add to market stalls, a range of decals to break up the tiling textures and a skybox.<br />
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<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;">Various chunks of highly detailed meats to place throughout the level</span></td></tr>
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<span style="font-family: Arial, Helvetica, sans-serif;">Dom used the week to make amendments to his boat models, produce a range of farm tools and ropes.</span></div>
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-ymYuGS8ICRk/UYVzWBWiy9I/AAAAAAAAAI8/a8xBRAmnerU/s1600/farm.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><span style="font-family: Arial, Helvetica, sans-serif;"><img border="0" height="240" src="http://4.bp.blogspot.com/-ymYuGS8ICRk/UYVzWBWiy9I/AAAAAAAAAI8/a8xBRAmnerU/s320/farm.jpg" width="320" /></span></a></td></tr>
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-lMVjGIErf3I/UYVzWHD2FxI/AAAAAAAAAI0/nBuzZoI5Faw/s1600/rope.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><span style="font-family: Arial, Helvetica, sans-serif;"><img border="0" height="240" src="http://4.bp.blogspot.com/-lMVjGIErf3I/UYVzWHD2FxI/AAAAAAAAAI0/nBuzZoI5Faw/s320/rope.jpg" width="320" /></span></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;">Ropes to add more character to the docks</span></td></tr>
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Chelsea made a wide range of market stalls along with a number of small props. She also made a few changes to some of her older models.</div>
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<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;">A range of posters with related news to the time period for extra authenticity</span></td></tr>
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Luc had the large task of putting all our props together in engine, mainly focusing on the doc area. As well produce the much need movement in our level through particle effects.</div>
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<span style="color: #333333;"><span style="line-height: 18px;">Joe used the week to produce a large array of environment clutter and some little scenes to fill out the bland streets.</span></span><br />
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<tr><td class="tr-caption" style="text-align: center;"><span style="font-family: Arial, Helvetica, sans-serif;">A large array of furniture to little the empty streets</span></td></tr>
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<span style="font-family: Arial, Helvetica, sans-serif;">Keep an eye on our blog, as were just finishing off the last few bits, then our level will be complete.</span></div>
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<br />Dan Hargreaveshttp://www.blogger.com/profile/08228670085722164285noreply@blogger.com114tag:blogger.com,1999:blog-1554962773058186044.post-20112639728482852852013-04-28T14:27:00.000-07:002013-04-29T07:25:42.303-07:00Thomas Farriner's Bakery - Joe DempseyOver the last few weeks our level has grown significantly in scale and in quality, but one problem we have encountered that has been mentioned in previous posts is the majority of the level looking very similar. There has been multiple suggestions for trying to combat this issue such as colour grading specific areas of the level, the inclusion of smaller prop assets should help break areas up and finally modelling a selection of unique buildings.<br />
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Chelsea Lindsay has already begun this process by building a selection of unique tavern buildings to place around the level as well as various unique signs based on actual documented buildings from various sources souch as the diary of Samuel Pepys, and whilst it has been my job throughout the project to plan and produce concepts for Pudding Lane I was happy to take on the important job of designing and building the model for Farriner's (or Faynor) bakery which is located on Pudding Lane. The bakery bears some significance to our project for a number of reasons, first of all our teams name 'Pudding Lane Productions' and the fact that our level has expanded outwards from Pudding Lane. As well as this Thomas Farriner was actually the Kings appointed baker, but most importantly Thomas Farriner's bakery on Pudding Lane is the location in which the Great Fire of London is said to of started.<br />
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More information on Thomas Farriner can be found here;<br />
<a href="http://www.museumoflondon.org.uk/Explore-online/Past/LondonsBurning/People/record.htm?type=person&id=150785">http://www.museumoflondon.org.uk/Explore-online/Past/LondonsBurning/People/record.htm?type=person&id=150785</a><br />
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The team wanted the bakery to be unique but not stand out so much that it looked out of place in our level. That in mind I tried my best to design the bakery using the materials and textures we had been using. I also wanted to the building to have an interesting shape, although not unimaginable, as well as considering the inclusion of some important elements such as where the shop sign would be placed, chimneys, large display windows etc. Thankfully I had managed to gather some invaluable reference during our visit to York as well as throughout the project. Below are my initial sketches, final concept, renders of the model and examples of the model in the engine.<br />
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<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-qTaiQSazqwU/UX1ZH0f50hI/AAAAAAAAAfw/pL1kP48Gd_k/s1600/farriner_bakery_preps.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="456" src="http://3.bp.blogspot.com/-qTaiQSazqwU/UX1ZH0f50hI/AAAAAAAAAfw/pL1kP48Gd_k/s640/farriner_bakery_preps.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">My initial sketches of Farriner's Bakery building designs </td></tr>
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<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-oUqHQNdrZUc/UX1ZgeJKJ7I/AAAAAAAAAf4/WNE28quELjE/s1600/farriner_bakery_darktop2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="226" src="http://3.bp.blogspot.com/-oUqHQNdrZUc/UX1ZgeJKJ7I/AAAAAAAAAf4/WNE28quELjE/s640/farriner_bakery_darktop2.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Final concepts for Farriner's Bakery including various ideas for props to be placed outside</td></tr>
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You might notice from the renders of my final model below that the bottom right window is slightly different. This is because I've also included an alpha channel in this one window with a simple interior inside, including doors, stairs and a simple oven. Once in engine, Luc Fontenoy has said he will be able to place lights inside the room and inside the oven to give the impression that the bakery is being used during gameplay.<br />
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-xIqHBJec2DM/UX125_ulp-I/AAAAAAAAAgI/2VK6G5SDi9Y/s1600/bakery.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="248" src="http://4.bp.blogspot.com/-xIqHBJec2DM/UX125_ulp-I/AAAAAAAAAgI/2VK6G5SDi9Y/s640/bakery.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Orthographic renders of the final model</td></tr>
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<a href="http://1.bp.blogspot.com/-Fi8xvtPupo0/UX2MapomZfI/AAAAAAAAAgY/jL_E4dj56es/s1600/bakery2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="248" src="http://1.bp.blogspot.com/-Fi8xvtPupo0/UX2MapomZfI/AAAAAAAAAgY/jL_E4dj56es/s640/bakery2.jpg" width="640" /></a></div>
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And below is a selection of the final bakery model in engine in our level. The team struggled to find any reference in relation to where the actual bakery was situated on Pudding Lane so when Luc Fontenoy put the model into our level he placed it about half way along the street. In the screen shots you can see some of the bakery specific props starting to populate the surrounding area built by Dan Hargreaves and Dom Bell as well as the unique bakery sign that Chelsea Lindsay has designed.<br />
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Joe Dempseyhttp://www.blogger.com/profile/13543963837147451088noreply@blogger.com62tag:blogger.com,1999:blog-1554962773058186044.post-57293682745227224352013-04-26T03:54:00.003-07:002013-04-26T03:54:50.615-07:00Propulating<div class="" style="clear: both; text-align: left;">
Hey all!</div>
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Despite having street upon street of our London fully built and explorable now, the level is still looking a bit empty and similar So to avoid creating what is essentially a very pretty labyrinth right now, our top priority was cranking out more and more prop assets again this week.<br />
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I've (Chelsea) been making a bit of an assorted collection of smaller assets to add a little bit more interest to some of our streets.<br />
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<tr><td class="tr-caption" style="text-align: center;">Farriner's Bakery Board - I made the texture with composite layers, so I left my layer details on the render for Luc. But since we're not really sure how to translate to Cry, I'm probably gonna have to remake this simpler. Doh.</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Stray planks - Tudor streets were lined with <a href="https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-frc1/860216_345273585581266_1486555874_o.jpg">these</a> for use as pathways amongst the mud and filth.</td></tr>
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<tr><td style="text-align: center;"><a href="https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/921631_364564073654382_977607470_o.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="366" src="https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/921631_364564073654382_977607470_o.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Tavern signs and the sign for Farriner's Bakery. Based off real documented taverns.</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Market Cross</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Fish Stall Set-up - I've started merging my produce assets with our stalls to create individual merchants</td></tr>
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Joe's been on building duty this week, tackling the docks area in particular as we had yet to replace our warehouse placeholders.<br />
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<tr><td class="tr-caption" style="text-align: center;">He made two more wooden textures for use on the warehouses as well as any of our other upcoming props</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Storage shed</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Warehouse building<br />
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Full selection of Dock buildings<br />
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Dan Hargreaves has been focusing on ground details in particular, such as remaking the cobblestones and making grass.</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">New and improved - The previous cobblestones looked a bit more like beach pebbles in our level, so this new texture was a much needed upgrade</td></tr>
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<tr><td style="text-align: center;"><a href="https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn1/560186_366738020103369_438421900_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="140" src="https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn1/560186_366738020103369_438421900_n.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Planes of grass, which blow in the breeze and add a little more movement and life to our level.</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Misc - Guts and Manure. Nice surprises to find in our streets.</td></tr>
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<tr><td style="text-align: center;"><a href="https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-ash4/404744_367382986705539_2022961352_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-ash4/404744_367382986705539_2022961352_n.jpg" width="288" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A standard crate - for use basically everywhere.</td></tr>
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Dan Peacock has been working on butchery assets in particular such as meats and carcasses. In particular, he's been spending a lot of time making a high detail pig to draw a bit more interest to our butchers.<br />
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<tr><td class="tr-caption" style="text-align: center;">Draining pig - appetising</td></tr>
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Dom's been on smaller clutter props, such as various tools and utensils to scatter around some of the corners of our level and outside specialist buildings.<br />
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-XgjrHoFmVGA/UXpb599rHsI/AAAAAAAABEM/1fpj32v62Kk/s1600/bakery.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="http://4.bp.blogspot.com/-XgjrHoFmVGA/UXpb599rHsI/AAAAAAAABEM/1fpj32v62Kk/s320/bakery.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Bakery goods</td></tr>
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<a href="http://4.bp.blogspot.com/-dP-K-9pyHLQ/UXpb6hNCDEI/AAAAAAAABEU/xGsdvf7qmXg/s1600/boats2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="150" src="http://4.bp.blogspot.com/-dP-K-9pyHLQ/UXpb6hNCDEI/AAAAAAAABEU/xGsdvf7qmXg/s200/boats2.jpg" width="200" /></a></div>
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-64QIomb1Fi8/UXpb7Jyzp_I/AAAAAAAABEc/p5jgfcIY6MU/s1600/boats3.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="150" src="http://4.bp.blogspot.com/-64QIomb1Fi8/UXpb7Jyzp_I/AAAAAAAABEc/p5jgfcIY6MU/s200/boats3.jpg" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Boats</td></tr>
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-IIrAxP8XlAI/UXpb7yTv5_I/AAAAAAAABEg/g85f2J5jWUA/s1600/bsrender1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="240" src="http://4.bp.blogspot.com/-IIrAxP8XlAI/UXpb7yTv5_I/AAAAAAAABEg/g85f2J5jWUA/s320/bsrender1.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Blacksmith utensils</td></tr>
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Luc's mostly been improving our lighting and importing/placing our props as they are made, but he's also took up the responsibilty of constructing London Bridge and the gate in particular.<br />
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<tr><td style="text-align: center;"><a href="https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/562400_366391676802790_1542038350_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/562400_366391676802790_1542038350_n.jpg" width="307" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Concept of London Bridge - The gate.</td></tr>
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<tr><td style="text-align: center;"><a href="https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/921518_367361936705764_1661331399_o.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="171" src="https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/921518_367361936705764_1661331399_o.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">He also made a brick texture especially for the bridge.</td></tr>
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<a href="https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn1/901318_368826886559269_1968232911_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="175" src="https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn1/901318_368826886559269_1968232911_o.jpg" width="400" /></a></div>
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<tr><td class="tr-caption" style="text-align: center;">Lighting upgrade - new shadows and cubemaps are making our level look a lot more atmospheric and a lot less flat.</td></tr>
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<br />Chelsea Lindsayhttp://www.blogger.com/profile/07458830027186218289noreply@blogger.com206tag:blogger.com,1999:blog-1554962773058186044.post-50114716496704993032013-04-18T20:56:00.000-07:002013-04-18T21:05:35.595-07:00'Prop'erly Equipped<span style="font-family: inherit;">A couple of weeks ago the streets of our level were empty, making it all seem rather bland. But now the team has produced a variety of assets; some of which have already been imported into CryEngine, making a tremendous change.</span><br />
<span style="font-family: inherit;"></span><br />
<span style="font-family: inherit;">Luc has produced a variety of assets; starting with a couple of trees with varying foliage, a series of lanterns, a rope texture, and best of all: created dynamic cast shadows and flickering light! This is a big boon for us since we have been wanting to create some artificial light to Illuminate our streets since we're going with a dull bleak sky. </span><br />
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<a href="http://3.bp.blogspot.com/-y1u1Be-IQe4/UWiRUti-SZI/AAAAAAAAAjI/Oe1-tTqVJZ4/s1600/527776_360378867404071_1863673616_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: inherit;"><img border="0" height="323" src="http://3.bp.blogspot.com/-y1u1Be-IQe4/UWiRUti-SZI/AAAAAAAAAjI/Oe1-tTqVJZ4/s400/527776_360378867404071_1863673616_n.jpg" width="400" /></span></a></div>
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<span style="font-family: inherit;">Prior to the holidays I (Dom) had made 32 initial props which were divided amongst myself and the Dans. My chosen props were three market stalls, two four tables, two baskets, one birdcage, one hutch and a kegstand. </span></div>
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<a href="http://2.bp.blogspot.com/-e4uii1JPO7Y/UW7n694QvkI/AAAAAAAAAnE/RocxK-aeM7M/s1600/basket.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: inherit;"><img border="0" height="240" src="http://2.bp.blogspot.com/-e4uii1JPO7Y/UW7n694QvkI/AAAAAAAAAnE/RocxK-aeM7M/s320/basket.jpg" width="320" /></span></a></div>
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<a href="http://1.bp.blogspot.com/-bbASkkmKYHQ/UXDAOLWiU5I/AAAAAAAAAns/y2zIR656cSg/s1600/hutch.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: inherit;"><img border="0" height="228" src="http://1.bp.blogspot.com/-bbASkkmKYHQ/UXDAOLWiU5I/AAAAAAAAAns/y2zIR656cSg/s320/hutch.jpg" width="320" /></span></a></div>
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<a href="http://3.bp.blogspot.com/-G-7eIVXQGyQ/UXDAOHxYMMI/AAAAAAAAAno/TDP7bYZW28k/s1600/kegs.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: inherit;"><img border="0" height="320" src="http://3.bp.blogspot.com/-G-7eIVXQGyQ/UXDAOHxYMMI/AAAAAAAAAno/TDP7bYZW28k/s320/kegs.jpg" width="213" /></span></a></div>
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<a href="http://2.bp.blogspot.com/-cpuCaPlRKO4/UXDAOBAEsaI/AAAAAAAAAnw/kfuzwl1ITWQ/s1600/market4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: inherit;"><img border="0" height="228" src="http://2.bp.blogspot.com/-cpuCaPlRKO4/UXDAOBAEsaI/AAAAAAAAAnw/kfuzwl1ITWQ/s320/market4.jpg" width="320" /></span></a></div>
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<span style="font-family: inherit;">Dan Peacock went for two wheelbarrows, two boxes, one cart, a set of gallows, one crate and a brazier. Furthermore a rat has been modelled as we hope to animate swarms of them to scurry across the level.</span></div>
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<a href="http://1.bp.blogspot.com/-8q09_AR-eWA/UXDCTBzclBI/AAAAAAAAAoA/sCPLILSb-hI/s1600/gallows.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: inherit;"><img border="0" height="300" src="http://1.bp.blogspot.com/-8q09_AR-eWA/UXDCTBzclBI/AAAAAAAAAoA/sCPLILSb-hI/s400/gallows.jpg" width="400" /></span></a></div>
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<span style="font-family: inherit;">Dan Hargeaves chose three sacks, two barrels (with much enthusiasm!) one haybale and a bucket.</span></div>
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<a href="http://2.bp.blogspot.com/-tDHMydipDOk/UWilWY6lNxI/AAAAAAAAAlw/j5DG2d6tP5I/s1600/374427_361605593949945_1650502148_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: inherit;"><img border="0" height="251" src="http://2.bp.blogspot.com/-tDHMydipDOk/UWilWY6lNxI/AAAAAAAAAlw/j5DG2d6tP5I/s320/374427_361605593949945_1650502148_n.jpg" width="320" /></span></a></div>
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<a href="http://4.bp.blogspot.com/-B3BdnMSbi_4/UWil20ijWDI/AAAAAAAAAl4/zSk8qAg9cj8/s1600/894856_360561264054378_1990302004_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: inherit;"><img border="0" height="159" src="http://4.bp.blogspot.com/-B3BdnMSbi_4/UWil20ijWDI/AAAAAAAAAl4/zSk8qAg9cj8/s320/894856_360561264054378_1990302004_o.jpg" width="320" /></span></a></div>
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<span style="font-family: inherit;">Chelsea has produced merchandise for the crates, boxes and stalls; in the form of fruit and fish.</span></div>
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<a href="http://3.bp.blogspot.com/-S7euHakA5B0/UWif_uKJR1I/AAAAAAAAAlA/7qEyWfavb4I/s1600/16112_360338484076941_675736963_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: inherit;"><img border="0" height="187" src="http://3.bp.blogspot.com/-S7euHakA5B0/UWif_uKJR1I/AAAAAAAAAlA/7qEyWfavb4I/s320/16112_360338484076941_675736963_n.jpg" width="320" /></span></a></div>
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<a href="http://1.bp.blogspot.com/-O-67ufdwXbg/UWigCA4qtYI/AAAAAAAAAlI/126txAqRO0g/s1600/547201_360595930717863_1816103552_n.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><span style="font-family: inherit;"><img border="0" height="249" src="http://1.bp.blogspot.com/-O-67ufdwXbg/UWigCA4qtYI/AAAAAAAAAlI/126txAqRO0g/s320/547201_360595930717863_1816103552_n.jpg" width="320" /></span></a></div>
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<span style="font-family: inherit;">Furthermore after we received feedback from third years, we have concluded that we not that pleased with the lighting currently in the level, so the global lighting and the time of day settings shall be edited. While this is for the better, personally I think its a shame since that sky we had really set the tone for that period of time.</span></div>
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<span style="font-family: inherit;">Now excluding a week for tweaks and bug tests, we have two weeks worth of modelling time remaining. With the streets assembled and the asset production coming to a close, our priorities are now on the docks and the bridge entrance; we have said throughout the project that we want to include them. So we're buckling down and making these last few weeks count.</span></div>
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<span style="font-family: inherit;">Also on a non-work yet still project related note, last week during a stay up in London I achieved what we as a team were unable to do whilst there due to time limitations: Visit the source of our level for real, Pudding Lane and the Monument.</span></div>
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Domhttp://www.blogger.com/profile/08013119467686249350noreply@blogger.com15tag:blogger.com,1999:blog-1554962773058186044.post-29756067677057253512013-03-27T07:22:00.003-07:002013-04-07T12:02:16.109-07:00Week 7- Easter Holidays<div class="separator" style="clear: both; text-align: center;">
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<span style="line-height: 115%;">Progress
this week has slowed somewhat as it is now the Easter holidays and most of the
group have gone home to be with their families. As well as this we have all
been spending the week catching up with other Uni work, as for the last couple
of months </span><span style="line-height: 18px;">we've</span><span style="line-height: 115%;"> put everything else on a </span><span style="line-height: 18px;">back burner</span><span style="line-height: 115%;"> to focus on the Crytek
project. On top of this, we have stumbled across several issues with importing
our new, fully textured buildings into Cry. Issues such as improper smoothing
groups, wrongly named proxies, xforms that weren’t reset have inevitably slowed
progress and set us back by a couple of days.</span></div>
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<span style="line-height: 115%;"> Regardless, there are a few small jobs we
have each managed to do for the project, and they are as follows:<o:p></o:p></span></div>
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<span style="line-height: 115%;">Joe Dempsey
has spent the week finishing off the modelling of his buildings, as his job of
creating gravestones a few weeks ago set him back from the rest of the group and caused his
building models to remain unfinished up to this point.<o:p></o:p></span></div>
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<span style="line-height: 115%;"> Dom Bell has also spent the week modelling
extra buildings, as well as getting said buildings unwrapped and texture ready.<o:p></o:p></span></div>
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<span style="line-height: 115%;"> Dan Hargreaves has spent the week getting his
buildings ready for importing into Cry.<br /><br /><o:p></o:p></span></div>
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<span style="line-height: 115%;"> Chelsea Lindsay has been working from home,
creating concepts for props (unfortunately she is without a computer at home)</span><br />
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<span style="line-height: 115%;">Luc Fontenoy has spent the week helping us
ready our buildings for import, and has also been figuring out how to create
additional light sources. On top of this, he has been working on his church models
and has been arranging what buildings we have been able to export into Cry.<o:p></o:p></span></div>
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<span style="line-height: 115%;">I (Dan
Peacock) have been working on getting my buildings ready for import, and have
also been working on other small jobs such as creating updated terrain textures
and small props such as leaf piles etc.<o:p></o:p></span></div>
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<span style="line-height: 115%;"> I can imagine that the next couple of weeks
will also be a bit slow progress wise as we all have other work to be focusing
on. But once the Easter holidays are over we will be back on form and working
at full capacity.<span style="font-size: 16pt;"><o:p></o:p></span></span></div>
Dan Peacockhttp://www.blogger.com/profile/08204598835663449127noreply@blogger.com19tag:blogger.com,1999:blog-1554962773058186044.post-6916000340176168162013-03-19T12:23:00.000-07:002013-03-19T12:23:27.449-07:00Week 6 – Textures and the start of the level coming together<br />
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The main bulk of this week’s work was textures. We also made
progress with props to fill out the environment. We also solved some technical
issues with the engine.</div>
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<o:p></o:p></div>
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After the last few weeks of collecting first hand references
from York and Leicester and a large handful of concepts we decide it was time
to start creating the textures for the houses. 3 of us (Dan Hargreaves, Dan Peakcock and Joe Dempsey)
divided up all the textures between us. <br />
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I (Dan Hargreaves) as well as Joe Dempsey took on the tiling textures. I produced the
large bricks, small red bricks, rough stone and roof tiles. While Joe produced
rough stone, zig zag red bricks, 4 types of wood and the plaster. As me and Joe
had the same job, we had to constantly stay in contact with each other to make
sure our textures stayed consistent with each other’s. We also helped each
other with the tiling texture workflow and tools so we could both quickly
produce the textures needed.<o:p></o:p></div>
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Dan Peacock took on the task to create the non-tiling textures,
such as the doors and windows. He produced 8 different doors allowing us to
have a large variety to play with. Along with the doors he produced 4 different
windows. He made enough room between the windows and doors so he could create some general textures, such
as concrete and metal.<o:p></o:p></div>
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Chelsea has used this week to produce a wide variety of hanging
sign concepts, and is making her way through producing the 3D models of them. She
made several types of metal frames with several wooden signs. This allowed her
to mix and match between all of these assets to create various unique signs .
To be as authentic as possible she went through Samuel Pepys diary to get a
list of actual business/companys around the time we are basing our level on.
She also started work on posters which we can place on the sides of buildings
which give a greater sense realism.<o:p></o:p></div>
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Luc has been finishing off his churches, producing 2 different
churches which we can place throughout the area to reflect how important religion
was to the people of London at the time. He is doing a great job of learning
all the inside and outs of the Cryengine which is allowing us to show our work
at its best. He managed to get the Decals working which will let us place patches
of dirt to break up the repetitiveness of the tilling textures. He has also
made headway the terrain system.<o:p></o:p></div>
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Dom has used this week to finish up his props. He has create
various props which we can use to litter the streets with. Having these props
in the environment will change the city
from a ghost town into a city which is being lived in and shows that quality of
life of the inhabitants too. <o:p></o:p></div>
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We are looking to have all our buildings fully textured and
in engine next week. Check back for the update.<o:p></o:p></div>
Dan Hargreaveshttp://www.blogger.com/profile/08228670085722164285noreply@blogger.com127tag:blogger.com,1999:blog-1554962773058186044.post-63936261617587185762013-03-14T03:46:00.001-07:002013-03-14T03:47:14.778-07:00More First Hand Reference - Joe Dempsey<div class="separator" style="clear: both; text-align: center;">
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Last week I was able to find some time to spend a few hours in and around Leicester City center with my camera, on the look out for any reference that may be of value for the group, both with modelling and texturing.</div>
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After being set with the task of modelling the modular church ground assets, I was quite keen on visiting various churches dotted around the city center, some actually quite close to the DeMontfort University campus, and not to forget Leicester Cathedral. Another area of particular interest, right around the corner from the Cathedral coincidentally! was the Leicester Guild Hall. The Guild Hall is a wonderfully preserved timber framed building, dating back almost 600 years and a perfect example of the type of building the team are hoping to depict on the 17th Century streets of London.<br />
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After a few hours I had taken almost 300 pictures, some particularly for use as reference for modelling and plenty of images which will be a fantastic source of reference now that the team are beginning the texturing process.</div>
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Below are a selection of images from the day's catch!<br />
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Preliminary texture examples will soon be posted, shortly followed with examples of the textured models in CryENGINE so make sure you keep looking back for updates!</div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-OuZAIlbDJE8/UUD2GwOLC-I/AAAAAAAAAbk/spqM1Gqhiag/s1600/DSC02036.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="640" src="http://2.bp.blogspot.com/-OuZAIlbDJE8/UUD2GwOLC-I/AAAAAAAAAbk/spqM1Gqhiag/s640/DSC02036.jpg" width="425" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Leicester Cathedral - Joe Dempsey</td></tr>
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Joe Dempseyhttp://www.blogger.com/profile/13543963837147451088noreply@blogger.com12tag:blogger.com,1999:blog-1554962773058186044.post-15635472682729675982013-03-12T09:45:00.002-07:002013-03-12T10:37:44.651-07:00Week Five – Back to the Map<div class="separator" style="clear: both; text-align: center;">
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After the trip to York at the beginning
of the week the whole Pudding Lane Productions team was almost ready
to burst with ideas. The twisting, narrow lanes in the centre of
York, especially The Shambles at its heart with its overhanging
timber-framed buildings sheltering the cobbled street below meant the
group began week five with lots of new ideas and inspiration. One of
the main points I think we all took away from visiting York, is that
we got a real sense of just how tightly packed the streets of 17<sup>th</sup>
Century London would have been, at some points on The Shambles street
you could literally outstretch you arms and touch the buildings on
opposite sides of the street, the tops of buildings were actually
inches from touching.<br />
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The following day we had our first team
meeting of the week in which we had our first chance to share and
talk about the work we had done in week four, we were able to discuss
various items including how the work could be taken further as well
as any improvements that could be made. I (Joe Dempsey) was also able
to provide Luc Fontenoy our technical artist, who we also call our
'Cry Guy'! with the initial assets I had modelled for church grounds
so that he could begin to import them into the CryENGINE in the week
and provide feedback accordingly. Dan Hargreaves had taken his
modular buildings much further adding smaller details, Dom Bell
similarly had worked further on his prop assets. Chelsea Lindsay and
Dan Peacock demonstrated some of the textures and concepts they had
been working on.</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-z20V05xKy2s/UT5qx19JVLI/AAAAAAAAAXk/DiDbZUuIj4k/s1600/418871_352230494885460_517216679_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="400" src="http://3.bp.blogspot.com/-z20V05xKy2s/UT5qx19JVLI/AAAAAAAAAXk/DiDbZUuIj4k/s400/418871_352230494885460_517216679_n.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Preliminary texture sheet composed by Dan Peacock</td></tr>
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<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-Mo-IW5R9320/UT5rBlqCeFI/AAAAAAAAAXs/YmWisdFTSvk/s1600/tomb.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="231" src="http://2.bp.blogspot.com/-Mo-IW5R9320/UT5rBlqCeFI/AAAAAAAAAXs/YmWisdFTSvk/s400/tomb.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Small tomb asset for Church Grounds, Joe Dempsey</td></tr>
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<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-TKUxb9NRTjU/UT5tFnUI1aI/AAAAAAAAAYM/qj3DH6xAAPg/s1600/churchwall.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="281" src="http://1.bp.blogspot.com/-TKUxb9NRTjU/UT5tFnUI1aI/AAAAAAAAAYM/qj3DH6xAAPg/s400/churchwall.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Modular Church wall assets for Church Grounds, Joe Dempsey</td></tr>
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<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-jEXlOsgRubo/UT5sylXkKPI/AAAAAAAAAYI/6AkpOAM92Lc/s1600/856730_347685782008593_1333379321_o.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="121" src="http://3.bp.blogspot.com/-jEXlOsgRubo/UT5sylXkKPI/AAAAAAAAAYI/6AkpOAM92Lc/s400/856730_347685782008593_1333379321_o.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Dan Hargreaves showing the potential variety from his modular buildings</td></tr>
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After concluding any unfinished
details/ issues from the previous week the group then went on to
discuss our ideas for tasks to be carried out during week five. We
now had a good bulk of the map laid out in CryENGINE using our
initial modular buildings and other assets and with the inspiration
and ideas gathered from the York trip we all felt we could go back to
the map and begin concepting the individual streets including and
surrounding Pudding Lane. There are a number of reasons behind our
decision to do this, earlier in the week our technical artist Luc
Fontenoy had talked about potentially colour grading different areas
of the map within CryENGINE coinciding with the teams initial
decision outlined in the Art Guide Document describing how we planned
to give each area of the map its own individual colour scheme to add
variety and to avoid everything looking too similar. To do this we
decided that we would nominate a selection of streets, one for each
member of the team. The streets selected are shown below;<br />
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Fish
Street Hill – Chelsea Lindsay</div>
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Pudding Lane – Joe Dempsey</div>
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Botolph Lane – Dan Peacock</div>
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Love Lane – Dan Hargreaves</div>
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Thames Street - Luc Fontenoy</div>
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Crooked Lane – Dom Bell</div>
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Luc Fontenoy would provide the group
with screen shots of the individual streets from the whitebox at its
current stage with which the group could then compose a variety of
colour grading/ mood paintings using the Art Guide as a continuous
source of reference for the specific colour schemes. At this stage
Luc was uncertain on how to apply colour grading correctly to the
level, but during the week he has had the opportunity to discuss this
as well as other items with an ex DMU Game Art Student who has a good
knowledge of the CryENGINE enabling him and the rest of the group to
further expand their knowledge of the engine to ensure things are
being done correctly at this stage in the project.<br />
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Below are some of the screenshots taken directly from CryENGINE Luc was able to provide the group;<br />
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Below are examples of the concepts
completed this week by some of the group;</div>
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<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-GflOP7e-vx0/UT5tcmJBuSI/AAAAAAAAAYU/CttZkt2LJBw/s1600/884952_346275258816597_1832140873_o.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="231" src="http://1.bp.blogspot.com/-GflOP7e-vx0/UT5tcmJBuSI/AAAAAAAAAYU/CttZkt2LJBw/s400/884952_346275258816597_1832140873_o.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Concept of Fish Street Hill by Chelsea Lindsay, showing colour scheme and street assets</td></tr>
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-1QKr0nVubqI/UT5uNWYKrZI/AAAAAAAAAY4/bNQ5KsYzElA/s1600/15.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="267" src="http://4.bp.blogspot.com/-1QKr0nVubqI/UT5uNWYKrZI/AAAAAAAAAY4/bNQ5KsYzElA/s400/15.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Colour grading watercolour studies for Pudding Lane by Joe Dempsey, Joe decided to use watercolours to help demonstrate the sense of atmosphere the group hope to achieve</td></tr>
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-ZCEpxjXUAY0/UT5uI3i38eI/AAAAAAAAAYw/MZN9Vmh3hWU/s1600/11.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="268" src="http://4.bp.blogspot.com/-ZCEpxjXUAY0/UT5uI3i38eI/AAAAAAAAAYw/MZN9Vmh3hWU/s400/11.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Concept of Pudding Lane by Joe Dempsey, showing potential colour palette using watercolour</td></tr>
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<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-BOQcvOaurRU/UT5uG4LWF-I/AAAAAAAAAYg/2D_O4MCOxA0/s1600/13.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="267" src="http://3.bp.blogspot.com/-BOQcvOaurRU/UT5uG4LWF-I/AAAAAAAAAYg/2D_O4MCOxA0/s400/13.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Concept of Pudding Lane by Joe Dempsey, showing potential colour palette using watercolour</td></tr>
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-IT1C9LohGDw/UT5uPo-hLUI/AAAAAAAAAZA/HwMKWy_0n18/s1600/14.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="267" src="http://4.bp.blogspot.com/-IT1C9LohGDw/UT5uPo-hLUI/AAAAAAAAAZA/HwMKWy_0n18/s400/14.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Concept of Pudding Lane by Joe Dempsey, showing potential colour palette using watercolour</td></tr>
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-7EU-OcV-X3U/UT5uIjUSJ9I/AAAAAAAAAYs/N6BoTclfWvE/s1600/12.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="268" src="http://4.bp.blogspot.com/-7EU-OcV-X3U/UT5uIjUSJ9I/AAAAAAAAAYs/N6BoTclfWvE/s400/12.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Concept of Pudding Lane by Joe Dempsey, showing potential colour palette using watercolour</td></tr>
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-enJndjdJO0s/UT5vSlgRgNI/AAAAAAAAAZQ/7tufcjJZaL8/s1600/882246_350000961775080_314158545_o.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="293" src="http://4.bp.blogspot.com/-enJndjdJO0s/UT5vSlgRgNI/AAAAAAAAAZQ/7tufcjJZaL8/s400/882246_350000961775080_314158545_o.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Concept of Botolph Lane by Dan Peacock</td></tr>
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<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-kEISoI09cWA/UT5u1yCUUFI/AAAAAAAAAZI/C6uWzidXV8M/s1600/886458_352228348219008_1293381676_o.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="221" src="http://2.bp.blogspot.com/-kEISoI09cWA/UT5u1yCUUFI/AAAAAAAAAZI/C6uWzidXV8M/s400/886458_352228348219008_1293381676_o.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Concept of Botolph Lane by Dan Peacock, showing the griminess and plague ridden street<br />
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Concept of Thames Street by Luc Fontenoy</td></tr>
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We also discussed continuing to develop
ideas in relation to ensuring uniqueness within the individual street
concepts as the next stage, including points of interest on the
streets such as unique taverns, tailors, butcher shops, fishmongers,
grocers etc. and of course The Kings Baker house, Farriner's Bakery
on Pudding Lane. This would also mean that the group would again have
to look back into some historical reference in order to gain an idea
of certain specific buildings on the individual streets to maintain
the level of historical accuracy the group hopes to achieve within
the project, one source of reference suggested for this included the
diary of Samuel Pepys in which he describes visiting specific places
and buildings, including names of things such as Taverns during the
17<sup>th</sup> Century. The group would also like to begin looking
into smaller assets/ props to clutter the streets, again some unique
to specific streets, others such as crates, sacks, barrels, carts,
hay bales etc. could be used throughout the level as well as being
used to close certain streets off when the group have decided on a
final perimeter. Right now this was less of a priority.
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Below are some examples of individual
buildings, P.O.I., concepts completed by some of the group;</div>
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<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-fbh0HcWsyGI/UT5vgEBjWGI/AAAAAAAAAZU/kK_B7TGENgE/s1600/857639_346721438771979_991054034_o.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="262" src="http://2.bp.blogspot.com/-fbh0HcWsyGI/UT5vgEBjWGI/AAAAAAAAAZU/kK_B7TGENgE/s400/857639_346721438771979_991054034_o.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Concept of The Sunne Tavern for Fish Street Hill by Chelsea Lindsay</td></tr>
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<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-SFGKd_SfaL4/UT5vm67F6kI/AAAAAAAAAZc/ziERvonPKyg/s1600/887541_346721425438647_2106825559_o.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="287" src="http://1.bp.blogspot.com/-SFGKd_SfaL4/UT5vm67F6kI/AAAAAAAAAZc/ziERvonPKyg/s400/887541_346721425438647_2106825559_o.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Concept of The King's Head Tavern for Fish Street Hill by Chelsea Lindsay</td></tr>
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During the meeting Dan Hargreaves was
given the task of completing some preliminary terrain textures also.
Dan has a good knowledge of ZBrush and was confident that he could
complete a good tillable texture with reference gathered from the
York trip. They are shown below;</div>
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Luc Fontenoy also continued to develop
his modular church buildings which are shown below;</div>
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<a href="http://1.bp.blogspot.com/-PJIuJw9cB9U/UT5wFZbpWLI/AAAAAAAAAZs/VVhheuJaK3o/s1600/883650_352956898146268_1609291345_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="193" src="http://1.bp.blogspot.com/-PJIuJw9cB9U/UT5wFZbpWLI/AAAAAAAAAZs/VVhheuJaK3o/s400/883650_352956898146268_1609291345_o.jpg" width="400" /></a></div>
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Again at the end of the week we were
able to have a meeting with our head of studies, Mike, and what we
like to think of as our Producer. These meetings give the group the
opportunity to discuss with Mike the work carried out that week, the
ideas from the week and the direction the group wishes to take into
the following week. The meeting was again positive and highly
constructive and the group mainly talked about their weeks work each
in turn giving any appropriate feedback. One of the main points of
feedback from the meeting was the fact that after Luc's unbelievable
hard work building a large amount of the level whitebox to
demonstrate to Mike during this meeting, Mike suggested that the
actual streets appeared to be quite long and we conversed that we
could incorporate smaller alleyways in-between buildings to add more
connections between streets, enabling the player to move from street
to street quicker and easier enabling us to keep the player engaged
with the level. Some reference photographs taken in York shown below
give an example of what these alleyways could potentially look like;</div>
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In our first meeting of the week we
also talked about starting to look into texturing and what textures
would need to be applied and where. At the very end of the week the
group got into a lengthy discussion on specific material Id’s for
texturing the modular building assets. Nothing specific was decided
but we did begin to compile ideas for texturing including beginning
to compose a variety of re-usable textures, tillable textures etc.
the layout of UV's and again we all gave our own opinions on how the
modular buildings should be textured in relation to the number of
material Id’s within their multi sub materials. Below is a
suggestion from Chelsea Lindsay, team leader, for a texture/ material
ID plan in order to make the discussion clearer. It was decided that
we would be able to use this to continue discussing our ideas in our
first week six meeting to come to a final decision which would enable
to team to begin composing their high quality textures beginning week
six.</div>
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Joe Dempseyhttp://www.blogger.com/profile/13543963837147451088noreply@blogger.com7tag:blogger.com,1999:blog-1554962773058186044.post-47719058462444385062013-03-06T10:51:00.001-08:002013-03-11T12:27:56.573-07:00Going up North<span style="font-size: small;">
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<tr><td class="tr-caption" style="text-align: center;">Joe got a Minibus licence especially for the occasion, so to show our thanks we all fell asleep</td></tr>
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<span style="font-family: inherit;"><span style="font-size: small;"><br />Within 10 minutes of walking, we quickly found buildings and housing that was more than substantial for what we were aiming to achieve. The Shambles of York were the focus point of the days visit as they represented the tight narrow streets and unbalanced houses we are building for our level. The whole of the city was abundant with reference and the architecture was well aged. Another prominent feature was the number of churches and cathedrals which was beneficial for Luc (least I hope it was). <br />
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At last weeks meeting we discussed moving forward on the texturing point of view, to expand our current collection of tiling textures and so on. Dan Peacock put together a Art Brief detailing a recommended art palette, how certain areas should have certain primary colours depending on their location. Building and terrain textures are currently one of our primary priorities, so the reference from York has aided our team members in that area. </span><span style="font-size: small;"><br />
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<span style="font-family: inherit;"><i>Luc's suggested improvements to my buildings</i></span></div>
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<span style="font-family: inherit;"><span style="font-size: small;">Our level in CryEngine is really beginning to take shape now, with the terrain now altered and a whitebox Tower bridge and South Bank included, it's starting to expand beautifully. Whilst some of us are making adjustments to our modular buildings, such as improving the skeletal structure in my case, we are looking into concepting the streets neighbouring Pudding Lane. This is to give some form of identity to them as we do not want every street looking the same, of course the distribution and types of props shall help us in this case as well, something else which I am working on currently.</span></span></div>
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Domhttp://www.blogger.com/profile/08013119467686249350noreply@blogger.com3tag:blogger.com,1999:blog-1554962773058186044.post-31798855434862170962013-03-02T21:16:00.000-08:002013-03-05T03:28:37.421-08:00Week 4- Map Construction Under WayLast week our goal was to build two basic modular houses (or in Luc's case, churches) each. However, due to a few technical issues, some of the buildings weren't ready to be put into CryEngine by the deadline. As such, this week most of us have worked on updating the models and making sure that they can be properly imported into the editor. As well as this, we have also all been given a few individual tasks to complete.<br />
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I (Dan Peacock) have been working on textures, and have also put together an Art Guide; which details how we could give each different area of the map a separate colour palette, in order to make said area appear more varied and therefore more visually interesting. It also includes reference material and other resources that will hopefully prove useful as the project progresses.<br />
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Dominic Bell has been working on prop models such as boxes, barrels etc. </div>
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Dan Hargreaves has been working on modelling and texturing terrain for the level.</div>
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Joe Dempsey has been modelled several grave stones for the churches, and has also put together an asset list, as well as a list of jobs that each of us have completed for the project so far. The job list is mainly for the tutors; so that they can see how much each of us have contributed to the development of the project. And as for the asset list; it should help us organize and plan our work out; which is something we have been struggling with recently.</div>
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Luc Fontenoy has been working in the CryEngine editior; arranging the building models we've produced to match up with the map reference we collected in week 2. He has also been experimenting with terrain painting in CryEngine, as well as a few other CryEngine features such as rain and colour grading. Colour grading in particular will be very useful in giving each separate area it's own colour palette.</div>
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Chelsea Lindsay has created a whitebox of the docks, based on a couple of concepts she produced earlier this week. It should help Luc to decide on the arrangement the buildings and walkways when we begin to model the docks to be used in the level.</div>
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Tomorrow our group will be heading to York in order to gather first hand reference of 17th century buildings. It should prove to be a highly useful and insightful trip.</div>
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Dan Peacockhttp://www.blogger.com/profile/08204598835663449127noreply@blogger.com4tag:blogger.com,1999:blog-1554962773058186044.post-28708011374154278422013-02-24T05:50:00.000-08:002013-02-24T05:50:01.522-08:00Visit to Rutland and Oakham<div style="margin-bottom: 0cm;">
Following on from what we all felt was
a successful presentation of our initial ideas and consequently the
first of our weekly meetings with our head of studies, Mike, as well
as beginning to look into the building of our modular assets, we all
felt strongly that one of our next steps would be to get out and
begin to gather as much first hand reference as possible.
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There were a few ideas behind our
reasoning for choosing this as our next step. Obviously we all
believed that if our group were to gather as much first hand
reference as possible it would only strengthen our project as a
whole, adding value and substance to the final outcome of our
project. We also knew that any reference gathered would not only aid
in the further development of our visual work, concepting and
paintings etc., but would also provide a solid base for creating our
textures in the coming weeks. Finally, we all felt that being able to
travel to a variety of different places in order to gather reference
could potentially further our research in the historical context and
strengthen the accuracy and realism we hope to achieve in our
project.<br /><br />In Friday's meeting we all discussed a variety of
places we would potentially like to visit, including Shakespeare's
birthplace of Statford-upon-Avon, Oakham and Rutland and the Shambles
in York.</div>
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Daniel Peacock had the idea of visiting
Rutland, and specifically Rutland County Museum as it houses the only
surviving New Drop gallows in England, as well as a variety of other
invaluable reference. So, yesterday a few members of our group,
including myself (Joe Dempsey), Daniel Peacock and Luc Fontenoy took
a drive over there, camera's at the ready. The museum was small but
there was plenty of useful things to photograph. We were also pleased
to find that the surrounding area in Oakham was also extremely useful
for reference in which we found plenty of old streets, houses,
cottages, a few churches and Chapel's and even small 17<sup>th</sup>
century Market Cross with peculiar 5 hole stocks!<br /><br />Below is a
small selection of photographs from yesterdays visit;</div>
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<tr><td class="tr-caption" style="text-align: center;">Rutland County Museum visit Team Photo - Daniel Peacock, Luc Fontenoy and Joe Dempsey</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Only New Drop Gallows in England</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Reference for potential props</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Reference for potential props</td></tr>
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Joe Dempseyhttp://www.blogger.com/profile/13543963837147451088noreply@blogger.com16tag:blogger.com,1999:blog-1554962773058186044.post-1331867788808130002013-02-21T02:44:00.000-08:002013-02-22T06:19:34.420-08:00Week 3 - Concepting and PresentationsLast week we set ourselves the task of getting some concepts ready in the form of mood paintings, architectural designs and more detailed white boxes in the hope of moving swiftly onto the modelling stage.<br />
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<tr><td class="tr-caption" style="text-align: center;">Tavern Concept - Chelsea Lindsay</td></tr>
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<tr><td style="text-align: center;"><a href="http://sphotos-a.ak.fbcdn.net/hphotos-ak-ash3/539455_537722759581479_968374181_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="180" src="http://sphotos-a.ak.fbcdn.net/hphotos-ak-ash3/539455_537722759581479_968374181_n.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Street concept - Joe Dempsey</td></tr>
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<tr><td style="text-align: center;"><a href="http://sphotos-g.ak.fbcdn.net/hphotos-ak-snc6/267992_342907392484437_1295664204_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="http://sphotos-g.ak.fbcdn.net/hphotos-ak-snc6/267992_342907392484437_1295664204_n.jpg" width="213" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Mood Paintin - Daniel Peacock</td></tr>
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<tr><td style="text-align: center;"><a href="http://sphotos-h.ak.fbcdn.net/hphotos-ak-ash4/267814_538198632867225_1702830333_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="150" src="http://sphotos-h.ak.fbcdn.net/hphotos-ak-ash4/267814_538198632867225_1702830333_n.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Pudding Lane - Joe Dempsey</td></tr>
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<tr><td style="text-align: center;"><a href="http://sphotos-f.ak.fbcdn.net/hphotos-ak-prn1/47070_538603602826728_111676447_n.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="http://sphotos-f.ak.fbcdn.net/hphotos-ak-prn1/47070_538603602826728_111676447_n.jpg" width="309" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Mood concept - Joe Dempsey</td></tr>
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<tr><td class="tr-caption" style="text-align: center;">Mood Painting - Luc Fontenoy</td></tr>
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We feel we've captured the mood we want to create really well in these pieces, a dark and gloomy representation of the narrow london streets, where everything is dirty and plague ridden. At the start of the week however we were all over the place with regards to what areas we were each concepting. The idea was to each cover one area of London and build up some ideas, but we realised that instead we should all focus our efforts onto one area at a time, blocking them out quickly and building up detail, then moving on until we have a substantial amount of 17th century London covered.<br />
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Right now we're focusing our efforts on the area around Pudding Lane, and we'll branch out from there as we progress<br />
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As a group, we were very happy with how the presentation went and the feedback we received, despite being slightly unprepared. We got out point across, and we feel our ideas, although ambitious, are very achievable.<br />
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The plan for this week is to begin modelling and each have a modular asset completed by the end of the week, so we can start blocking out the street. We also need to delve into Cryengine a bit more and get our heads around it.Luc Fontenoyhttp://www.blogger.com/profile/14185434833785699095noreply@blogger.com12tag:blogger.com,1999:blog-1554962773058186044.post-91917474284911386052013-02-13T03:56:00.003-08:002013-02-13T03:56:46.081-08:00Week 2 - Visit to the British Library<div class="separator" style="clear: both; text-align: center;">
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<span style="font-size: x-small;"> <i>From left to right: Joe Dempsey, Dom Bell, Chelsea Lindsay, Luc Fontenoy, Dan Hargreaves and Dan Peacock</i></span></div>
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Kickstarting the project, this week we took a trip to London to visit the British Library and were given a fascinating tour of the building and some of it's history.<br />
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But best of all we got the chance to see some maps of London in the 1600's up-close!<br />
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<span style="font-size: x-small;"><i>Above: We took hundreds of photographs of each of the maps to use as reference material</i></span></div>
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We spent a great deal of time scanning and surveying the maps, gathering details about the scale, architecture and layout of the area we were interested in. Some of the maps offered us a new perspective (Literally, in some cases!) and inspired some great ideas from each of us.<br />
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It was a particularly good time for us to communicate properly and really get a plan of what we can aim to achieve with our project, tossing ideas back and forth and using the maps in front of us to clarify our points. <br />
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One point of discussion was the level of detail of the area we would make. The most sensible solution we came to was that we would prioritise detail in a sort of sphere of influence starting at Pudding Lane and working outwards. To elaborate, the streets of London are going to be the highest concentration of our efforts, as this area is the most important for telling our interpretation of the history. Lower priority would be the bridge and the tower, which we would make low detail versions made to be viewed as interesting features of the horizon. <br />
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So today, we made an effort to set ourselves individual goals for next week.<br />
This week, the goals are primarily focused around getting ideas fleshed out into actual concepts and visualizations, which we will bring together to help establish plans for a consistent art style.<br />
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We have some generalistic ideas so far about what we expect this to be; a gloomy, depressed pre-fire London, ridden with plague and filth and a sheet of misted pollution. However, we need to illustrate them to clarify exactly what different visual approaches we have towards them. <br />
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Lots of great concepts coming soon, so watch this space!<br />
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Chelsea Lindsayhttp://www.blogger.com/profile/07458830027186218289noreply@blogger.com14tag:blogger.com,1999:blog-1554962773058186044.post-50541451476997598422013-02-11T03:48:00.000-08:002013-02-13T03:57:55.661-08:00Week 1 - Initial IdeasAfter being assigned the brief for this huge project, each of the Pudding Lane group were overloaded with ideas about how we could begin.<br />
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With so many different thoughts and plans buzzing about our heads, we established that the most productive use of time this week would be to each gather reference material and represent it through moodboards, concepts, 3d and written prose to lay down a scope of the ideas from us six artists, giving us a grounds to start the structured concepting stage next week. <br />
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Here's some of our visually communicated ideas we produced! <br />
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<a href="http://sphotos-b.ak.fbcdn.net/hphotos-ak-prn1/778762_339577289484229_236684166_o.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="215" src="http://sphotos-b.ak.fbcdn.net/hphotos-ak-prn1/778762_339577289484229_236684166_o.jpg" width="400" /></a></div>
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<span style="font-size: x-small;"><i>London Streets - Mood painting by Luc Fontenoy</i></span></div>
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London was an incredibly dirty and plague ridden place to be in the 1600's. With this artwork, we can see how we could recreate this atmosphere through moody lighting, claustrophobic streets and lots of grimey accents.<br />
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<span style="font-size: x-small;"><i>Modular/Generic Buildings - (Top) Luc Fontenoy (Bottom) Joe Dempsey</i></span></div>
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In regards to modelling strategy, we have established that an efficient and effective way to mass produce non-landmark buildings would be to learn to build structures in a modular method, creating a variety of tier and texture options that would then theoretically mix and match in an infinite possibilty of combinations without having to build each of the many buildings uniquely.<br />
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<span style="font-size: x-small;"><i>Basic white box of London - Chelsea Lindsay</i></span></div>
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<div style="text-align: left;">
I produced a basic white box of the area of London we had considered to produce, which was useful in seeing exactly what we could potentially create. From this, we have first hand basic reference for a paintover/concept, as well as some idea of potential scale. Its also a good medium for communication, as we can navigate it and express thoughts and opinions to each other much quicker with something visual in front of us.</div>
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On the non-concept art side, we have together been contributing to a growing library of reference images, links and articles, which will also be invaluable to use throughout the project.</div>
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Next week we are planning to travel down to London to visit the British library and hopefully get some good reference material by seeing some detailed maps of the area at the time firsthand.</div>
Chelsea Lindsayhttp://www.blogger.com/profile/07458830027186218289noreply@blogger.com15tag:blogger.com,1999:blog-1554962773058186044.post-88920155543652335962013-02-08T13:26:00.000-08:002013-03-11T13:33:45.935-07:00Guidelines, Aims and Restrictions<br />
<u><b><span style="font-size: large;">Aims and Objectives</span> </b></u><br />
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<a href="http://www.blogger.com/blogger.g?blogID=1554962773058186044" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"></a>The goal is to develop in 3D the area of London surrounding Pudding Lane. We shall use modular buildings for most of the environment, and each of us will be responsible for developing an equal amount of 3D assets such as buildings, or smaller objects like barrels, boxes, stocks, market stalls, plague carts and so on.<br />
The environment should be as varied as we can get it without disregarding the source material; with some large open areas and other small narrow streets. This will help to avoid repetition and add interest to the environment. some areas could include a church or guild hall, others could include marked houses etc.<br />
It’s unlikely that we will be able to implement animated NPC’s into the environment. However we do still want it to appear busy and overcrowded. Therefore, I suggest we use lots of props to clutter up the streets and make the narrower areas appear claustrophobic.
The environment we produce needs to look historically accurate, therefore it is imperative that we research 17th century London as thoroughly as possible.<br />
We need to look at things like architecture, living conditions, and the social culture of that time period. We should also look into the historic events that were taking place in London at that time such as the Black Death and the Great Fire.<br />
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<span style="font-size: large;"><u><b>Art Guide</b></u></span><br />
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The design of our level should appear to be a realistic portrayal of 17th Century London. All textures and models should be photorealistic, with no stylization, and minimal Imagineering.
Our level should show that we have researched 17th Century London thoroughly and thus have a firm understanding of said time period.For instance; we could include assets such as gallows, butchers with meat and poultry being hung outside, stocks, plague carts and so on to show our knowledge of 17th Century London.<br />
The atmosphere of the level should be dark and unsettling; it should portray just how unpleasant it would have been to live in London at that time. The colours used should- for the most part- be dark and cold. And I would suggest the use of particle effects such as fog/ smoke etc. to add to the sinister atmosphere. Below I have provided a few simple colour palettes taken from professional concept art to give everyone an idea of the sort of colours we should be using in our designs.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-hqs_9hkwuUg/UT40gMrC4fI/AAAAAAAABB4/dkVZdScMFBQ/s1600/swatches.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="http://2.bp.blogspot.com/-hqs_9hkwuUg/UT40gMrC4fI/AAAAAAAABB4/dkVZdScMFBQ/s320/swatches.jpg" width="317" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Example Colour Swatches</td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
</tbody></table>
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One key issue caused by following the source material so closely is that a lot of 17th century London looked very similar, as we have already discovered by building the whiteboxes. Of course, we still have to avoid Imagineering where possible, and so I propose that the best way to add variety to the different areas in our level, is to give each individual area it’s own individual colour scheme. Each area should have a separate colour palette as this will help the different areas stand out and portray a different feeling to the viewer. Below I have provided a Colour Guide which shows the prominent colour I suggest we use for the design of each area.<br />
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-6iiZveAwRPk/UT40zNwsAlI/AAAAAAAABCA/OG5prxrm0eY/s1600/artguide.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="396" src="http://1.bp.blogspot.com/-6iiZveAwRPk/UT40zNwsAlI/AAAAAAAABCA/OG5prxrm0eY/s640/artguide.jpg" width="640" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A visual explanation of colour scheme suggestions</td></tr>
</tbody></table>
I know it might seem like an impossible task to create varying colour schemes in an outdoor environment; considering that the main light source will be the sky, which will of course cast predominantly one colour of light. However, I suggest that in some areas such as the streets, we use chimney smoke and other particle effects to block out the sky light, so that we can then add artificial light sources without it’s interference.<br />
I also suggest that we disable the day night cycle, as this way we will be able to have more control over the lighting that is cast by the sky. I think it would be interesting if the time of day was late afternoon so that the sun is beginning to set; which would be visible from both the docks and the industrial area. Whereas in the open area; in which the horizon would be blocked on all sides by buildings, the visible portion of the sky would cast blue light.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-x16PZPKfBLI/UT45roGrneI/AAAAAAAABCI/m-qHTidND4E/s1600/Untitled-4.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="265" src="http://4.bp.blogspot.com/-x16PZPKfBLI/UT45roGrneI/AAAAAAAABCI/m-qHTidND4E/s400/Untitled-4.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Art by Dennis Bjork</td></tr>
</tbody></table>
Since Pudding Lane will have been full of butcher shops, I propose that a sensible colour scheme for that area would be predominantly red. Also, it would help accentuate Pudding Lane as one of the more significant landmarks in our level, as well as serve as a way to symbolise the fact that Pudding Lane is widely believed to be the origin of the Great Fire.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-APwvD99l26o/UT455dbU_tI/AAAAAAAABCQ/cJnfzmHTw7g/s1600/Untitled-5.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="297" src="http://1.bp.blogspot.com/-APwvD99l26o/UT455dbU_tI/AAAAAAAABCQ/cJnfzmHTw7g/s400/Untitled-5.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Example of pathetic fallacy represented through rain and colour pallette<br />Art by <span class="st">Ray Lederer (Skyrim)</span></td></tr>
</tbody></table>
Dark muted blues seemed to be an obvious choice for the colour palette of Fish Street. As, naturally, there would have been lots of fish mongers in that area, and the fresh fish filling the market stalls as well as the discarded fish scattered across the pathway would reflect a green- bluish hue.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-Hyd7mUwEnvU/UT47NroxvpI/AAAAAAAABCY/T3nfbRxijDQ/s1600/Untitled-6.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="110" src="http://2.bp.blogspot.com/-Hyd7mUwEnvU/UT47NroxvpI/AAAAAAAABCY/T3nfbRxijDQ/s400/Untitled-6.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Art by Adrien Deggan</td></tr>
</tbody></table>
The Industrial area would have had a predominantly brown colour palette, as it would have been full of old wooden warehouses and wharves; used for collecting goods and duty (payment) from cargo ships. As I mentioned previously, The sunset would be visible from the industrial area, however, I think we should be able to block it out to some extent with the use of particle effects; I.e. chimney smoke, steam etc. This would allow the colour palette to be more muted; giving it a more sombre appearance.<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-PVarU__pAN4/UT47lk42exI/AAAAAAAABCg/hhvcozx4RMQ/s1600/Untitled-7.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="225" src="http://2.bp.blogspot.com/-PVarU__pAN4/UT47lk42exI/AAAAAAAABCg/hhvcozx4RMQ/s400/Untitled-7.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Art by Andy Walsh</td></tr>
</tbody></table>
As I mentioned before, in the open area, the sky above will be fully visible. However the horizon will be blocked by buildings on all sides. Therefore, the area will be cast in a blue light. With this we can create a sinister, unsettling appearance. This would work well if we were to include stocks and a gallows in the open area; as it would help to emphasize and enforce the fact in the player’s mind that it was a place of death and punishment.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-74f-f8V6NX8/UT47xPqW09I/AAAAAAAABCo/QjVHYeSnxJg/s1600/Untitled-8.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="179" src="http://4.bp.blogspot.com/-74f-f8V6NX8/UT47xPqW09I/AAAAAAAABCo/QjVHYeSnxJg/s320/Untitled-8.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Unknown artist, from the game Dear Esther</td></tr>
</tbody></table>
I thought it would be a good idea to give the docks a warm, orange- red colour palette, so that it contrasts with the dank, dingy streets and the ominous blue of the open area. It would give the player a moment of relief from the significantly depressing tone portrayed by the other sections of the level. Which I think is important as we’re not trying to create a survival horror map; we’re trying to create a historically accurate portrayal of 17th century London, and the player needs to understand that.<br />
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-znL_s3SJe0Q/UT479Jm6DiI/AAAAAAAABCw/6Zr6Dg1X4zo/s1600/Untitled-9.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" height="320" src="http://1.bp.blogspot.com/-znL_s3SJe0Q/UT479Jm6DiI/AAAAAAAABCw/6Zr6Dg1X4zo/s320/Untitled-9.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Art by Hiroshi Sakakibara</td></tr>
</tbody></table>
<a href="http://www.blogger.com/blogger.g?blogID=1554962773058186044" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"></a>17th Century London was cramped and unhygienic; we need to show this in the level. The layout of level should be determined predominantly by the gathered reference of the maps of 17th Century London. However there are other things we should include that aren’t shown in the maps. These things include; sewage in the streets, plague ridden corpses, Hung meat outside butcher shops, market stalls and other assets (refer to the page above) to make the area looked lived in, as well as add to the claustrophobic, cramped appearance.<br />
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The plague was a devastating epidemic that occurred all over Europe throughout the 17th Century. London was one of the most affected areas in Britain at the time, and as such we need to portray this in our level. From the research I have done, I have discovered that when a person became infected, they would be sealed inside their houses, which would be bolted shut from the outside. The door of said house would then have a red cross painted on it, as well as the words “God have mercy”. When the infected died, their bodies would be thrown out onto the street, where their clothes and other possessions were often stolen by thieves. The bodies would then be collected by labourers who threw them into “death carts” and then moved them into “plague pits”; large holes dug into the earth, into which the deceased would be thrown.<br />
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The buildings we design and model need to appear old and structurally unsound, as most of the buildings in London around the time of the 17th Century had already existed for a long time, and were in need of rebuilding. As such, we should focus on making the buildings appear wonky and misshapen; the beams should bend and bow, and the windows should and doors should look slanted. Details such as these will help hugely in creating a realistic, virtual portrayal of 17th century London.<br />
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The textures we use for our models should also show signs of age and wear. They should look filthy and unhygienic, as this will not only add interest to the environment, but will also help to accentuate the poor living conditions in which the people of London were living during the 17th century. I suggest we create a few textures of grunge that we could add onto building walls to break up the texture, as well as add to the dank, dirty appearance we need to achieve.<br />
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<span style="font-size: large;"><u><b>Technical Restrictions </b></u></span><br />
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<b> </b>The
technical limitations will be for us to set as the project develops.
The main technical outcome will be to have a fully textured and lit
version of our level running at least 25 hertz (25 frames per second) on
the university machines.We will build all of the geometry and author
all of the textures. We are not to use content from the CryEngine SDK.
The internet may be used for reference collection, but absolutely no
downloaded textures or meshes are to be used.<br />
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<b><u>Suggested guidelines</u></b><br />
Cry Engine is extremely powerful, to the
point that a tri budget almost (<i>almost!</i>) doesn’t matter. The things that will
contribute significantly to making the frame rate drop are things like
overlapping alpha’s, particle effects, and audio files. However, seeing
as we will most likely be using alpha’s, particle effects and so on, I
suggest we use the Technical Specifications below as a guideline when
building our assets.<br />
• Each generic building is allowed a budget of 10000 tri’s.<br />
• Each generic building LOD is allowed a budget of 2000 tri’s.<br />
• Each large building (Such as churches, Hall’s and so on) will be allowed a budget of 13000.<br />
• Each large building LOD will be allowed a tri budget of 4000 tri’s.<br />
•
Market stalls will be allowed a tri budget of 4000 tri’s. This includes
any assets that may be used in conjunction with the market stalls such
as fruits, vegetables, meats etc.<br />
• Small assets such as buckets, boxes, sacks, stocks and so on will be allowed a budget of 300 tri’s.<br />
• Carts and Death Carts will be allowed a budget of 6000 tri’s.<br />
• Gallows will be allowed a budget of 4000 tri’s.<br />
• Pub signs will be allowed a fairly high budget of 1000 tri’s to allow sufficient geometry for the supporting chains and poles.<br />
Plague corpses will be allowed a budget of 9000 tri’s.<br />
• Large Hanging carcasses (such as pigs) to be put outside butchers will be allowed a budget of 5000 tri’s each.<br />
• Small Hanging carcasses (such as poultry) will be allowed a budget of 2000 tri’s each.<br />
• Individual terrain segments will be allowed a budget of 2000 (subject to change) tri’s each.<br />
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<u><b><span style="font-size: large;">Texture List</span> </b></u><br />
<b> </b><u><b><br /></b></u><br />
<div class="western" style="margin-bottom: 0cm;">
<u>Dan H</u></div>
<div class="western" style="margin-bottom: 0cm;">
Black/dark grey roof
tiles 512x512 Diffuse/Normal/Spec</div>
<div class="western" style="margin-bottom: 0cm;">
red roof tiles
512x512 Diffuse/Normal/Spec</div>
<div class="western" style="margin-bottom: 0cm;">
Red zigzag brickwork
512x512 Diffuse/Normal/Spec</div>
<div class="western" style="margin-bottom: 0cm;">
Grey straight brickwork
512x512 Diffuse/Normal/Spec</div>
<div class="western" style="margin-bottom: 0cm;">
Plaster 512x512 Diffuse/Normal/Spec</div>
<div class="western" style="margin-bottom: 0cm;">
<br /></div>
<div class="western" style="margin-bottom: 0cm;">
<u>Dan P</u></div>
<div class="western" style="margin-bottom: 0cm;">
<a href="http://www.blogger.com/blogger.g?blogID=1554962773058186044" name="_GoBack"></a>10
Doors + metal 1024x1024 Diffuse/Normal/Spec</div>
<div class="western" style="margin-bottom: 0cm;">
4 Windows
512x512 Diffuse/Normal/Spec</div>
<div class="western" style="margin-bottom: 0cm;">
<br /></div>
<div class="western" style="margin-bottom: 0cm;">
<u>Joe</u></div>
<div class="western" style="margin-bottom: 0cm;">
Dull/Old Wood
512x512 Diffuse/Normal/Spec</div>
<div class="western" style="margin-bottom: 0cm;">
Normal Wood
512x512 Diffuse/Normal/Spec</div>
<div class="western" style="margin-bottom: 0cm;">
Black
Wood 512x512 Diffuse/Normal/Spec</div>
<div class="western" style="margin-bottom: 0cm;">
Rough
Stone 512x512 Diffuse/Normal/Spec</div>
<u> </u><br />
<u>Suggested Misc Texture Guidelines</u><br />
• 2x 512 x 512 pub sign textures.<br />
• 1x 256x 256 general grunge texture.<br />
• 2x 512 x 512 textures for small assets such as boxes, buckets etc.<br />
• 2x 512 x 512 textures for larger assets such as market stalls, animal carcasses etc.<br />
• 1x 512 x 512 + 1x 256 x 256 Death Cart texture.<br />
• 2x 512x 512 cobble texture.<br />
• 2x 512x 512 dirt texture.<br />
• 2x 512x 512 paved road texture.<br />
• 2x 256x 256 moss texture.<br />
• 2x 512 x 512 plague corpse texture.<br />
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<br />Chelsea Lindsayhttp://www.blogger.com/profile/07458830027186218289noreply@blogger.com6tag:blogger.com,1999:blog-1554962773058186044.post-22782621784640191782013-02-07T10:55:00.000-08:002013-02-07T10:55:21.995-08:00Hello there!Hello and welcome to Pudding Lane's Off-The-Map project development blog!<br />
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We are six Game Art Design students from <a href="http://www.dmu.ac.uk/study/courses/undergraduate-courses/game-art-design-ba-degree/game-art-design-ba.aspx">De Montfort Unversity</a> in Leicester who have collaborated together to enter <a href="http://www.crytek.com/blog/crytek-challenges-students-to-go-off-the-map-with-cryengine--3">Crytek and the British Library's 'Off the Map' contest</a>.<br />
Here, we hope to chart our progress and development through the whole process, which we hope will be a very exciting and rewarding challenge.<br />
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You can also view our Crydev team page <a href="http://www.crydev.net/project_db.php?action=group_profile&team_id=5260">here</a>. <br />
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Chelsea Lindsayhttp://www.blogger.com/profile/07458830027186218289noreply@blogger.com9