22/02/18

Blockout and Floor plan


Today was a continuation of the block out and floor plan for the game level idea.


Above is a smaller image of the floor plan idea that was initially conceived previously.  Possibly using a smaller floor space but having two levels for players to roam around.


Above is an image used as reference and inspiration for the layout of this block out.  Looking at spacing, layout, for how the players could possibly roam about in the level.    

Below is images of the initial block out created in Maya to Unreal measurements.  The purpose of the block out is to get an idea of a possible layout for the game level.




A scaled figure can be seen in the images for reference to scale for the buildings to the players.




As stated, this is an initial block out layout design.  However, this might be too large already, and the level size could be downsized for the death match, capture the flag game idea intended, thus to create bottle necks and ambush zones.

Quad draw

Another part of the session was spent practising a technique called quad draw.  Using a cube in Zbrush, and using the dynamo mesh, with a blur value of 2, rubbing down the edges of the cube.  Brushes and sizes can be varied by selecting brush, pressing T and D.  To improve the quality, the resolution can be changed.





Once this has been done, the model can be exported into Maya.

At this stage, creating squares from points around the cube to match that created in Zbrush.  This gives greater detail on the model.  Once this method is complete, the model can then be exported back to Zbrush for completion.

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