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

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

UE4 Level Design Development Diaries for Virtual Worlds!
 
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 week 12 workload

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Evicente




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Join date : 2014-01-22

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PostSubject: week 12 workload   week 12 workload Icon_minitimeMon Feb 03, 2014 6:26 pm

Another week...
Exhausted from all assignments non stop hours of continuous work.
here is the texture fix for our main map. A small added amount of meshes and
added crash landing site with texture. See images below...
 Mad 
week 12 workload Map210
week 12 workload Map10
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SyVanG




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PostSubject: Re: week 12 workload   week 12 workload Icon_minitimeTue Feb 04, 2014 11:36 am

Nice man, I m going to work on my stuff this week. Oak have u finished the interior design so i can do my part?.....and Earl don't forget the cave where the river flows towards
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SyVanG




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PostSubject: Re: week 12 workload   week 12 workload Icon_minitimeTue Feb 04, 2014 4:39 pm

I have played a cannon on the river. Will place another one someone else. Also added wind, water splash, fire. Images for that soon.

week 12 workload Fourm1
img
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Evicente




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PostSubject: Re: week 12 workload   week 12 workload Icon_minitimeWed Feb 05, 2014 12:05 am

Thanks man.
Awesome bro! I also like the cannon. Yeah I'll do the cave soon. Still wondering how i'm going to create it .
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Evicente




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PostSubject: Re: week 12 workload   week 12 workload Icon_minitimeThu Feb 06, 2014 12:59 am

Hey guys again. Before I sleep. I manage to find a tree mesh suitable for the crash site.
this tree is about 6000 polygons. Though this is quite a lot we won't be using it it as much, only where the crash site is. With other trees I couldn't find any other decent looking one with low polygons. I researched and downloaded for a few good hours each one was either low quality (really crap) or high quantity(polygon). So we will have to make do with what we have in UDK with trees.

Carlton, would this be okay to do with the trees or do we still have to use meshes from outside despite the low quality just to prevent lag?

Anyways here is the pic. Rendered pretty well.

here is a pic.
week 12 workload Tree10


edited ---------------------------

more logs!
both 3000 polys
week 12 workload Log_110
week 12 workload Log210
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Carlton
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Carlton


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PostSubject: Re: week 12 workload   week 12 workload Icon_minitimeThu Feb 06, 2014 4:11 pm

Lol thats some nice logs for only 3000....

6000 tree should be ok if its just a couple..... You can use UDK trees as well, but just needs to compensate the meshing in other objects...

For the grass texture, i think you should still tile it abit more.... to make it smaller, and less pixelated
You can change the tiling settings in the "TERRAIN MATERIAL" settings (the green box thing in your packages)...
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Evicente




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Join date : 2014-01-22

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PostSubject: Re: week 12 workload   week 12 workload Icon_minitimeFri Feb 07, 2014 7:40 pm

Okay cool thanks Carlton. By the way, is the tiling settings within the terrain material properties?
I'm not really sure. Here is a pic

week 12 workload Settin10



EDITED-----
by the way the logs are reduced about 1.5k polys (even better). The down side to that is the the quality is slightly reduced but not too much.
Logs look awesome still Smile
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Oakminimon




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PostSubject: Re: week 12 workload   week 12 workload Icon_minitimeSat Feb 08, 2014 10:09 pm

Hey guys sorry for the lateness, here is the work I've done.
Im try to make it look like our concept art as much as possible.
I'll add something more to make it look better.
I also found some good texture which is suit to our spaceship.

here are all the images
week 12 workload Udk111
week 12 workload Udk212
week 12 workload Udk310
week 12 workload Udk411
week 12 workload Udk511
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SyVanG




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PostSubject: Re: week 12 workload   week 12 workload Icon_minitimeMon Feb 10, 2014 1:57 pm

I did these, Wind, Fogs, Rocks and Cave, last week but my laptop crashed and didn't have access to a computer until Monday (TODAY)

week 12 workload Up1
free jpeg images


week 12 workload Up2
capture
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Carlton
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Carlton


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PostSubject: Re: week 12 workload   week 12 workload Icon_minitimeWed Feb 12, 2014 3:22 pm

Looking amazing guys! I love the contrast between the green nature external environment, and the industrial mechanical space ship! Really helps stands out as the KEY STRUCTURE of the map.

The external environment, theres still abit too much grass texture.... and you can still BLOTCH the map with maybe some dirt / soil texture here and there... to break up the repetition of the grass texture
The mountains are nicely painted Smile

Im worried about the ship not looking like a ship because the head doesnt look like a shape ship head in the exterior.... so maybe take that into consideration....

Keep up the great work!
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PostSubject: Re: week 12 workload   week 12 workload Icon_minitime

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