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INDIVIDUAL MARKS THE REST = TEAM MARKS. INDIVIDUAL MARKS THE REST = TEAM MARKS.

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Presentation on theme: "INDIVIDUAL MARKS THE REST = TEAM MARKS. INDIVIDUAL MARKS THE REST = TEAM MARKS."— Presentation transcript:

1 INDIVIDUAL MARKS THE REST = TEAM MARKS

2 INDIVIDUAL MARKS THE REST = TEAM MARKS

3 INDIVIDUAL MARKS THE REST = TEAM MARKS Appeal Does the game work as a whole project

4 Technical Requirements: (to clarify stuff from the website) - Game Manual - Documentations - Credit Sheets - Characters and environment which was proposed to be Modelled + Textured + Animated accordingly. - All Models must be made below the specified poly count limit. 5000 tris or 2500 tris for characters depending on your game. Environments – below 15000 tris within camera’s field of view. - All Textures must be made below the specified res. 2k or 1k for characters depending on your game. 1k for environments. - Control Design (Should be in Manual) -UI Design integrated within Maya. Not required to be animated.

5 -Textures are required to be baked, ie. If you are using procedural textures from Maya please bake them to a file. Bump or Normal Maps should be separate, don’t bake them with the colors. Make sure your characters has either of bump/normal map. Normal mapping however should be implemented somewhere within your game, either in the environment or in the characters. Hint: if your character is organic, use Normal Map. If your character is non-organic, Bump is a better bet. UVs must be unwrapped properly. -Texture File formats: TGA without or with Alpha (24bit or 32 bit) TGA images are industry standard and mainly used when games are running in ‘Ultra mode’ There are other formats such as DDS but for this course let’s keep it all TGA. -Version of Maya don’t worry too much about it. I would accept any. For the sake of safety however, I recommend 8.5 as that’s what I’ll be using.

6 Extras for the super diligent… worry about this last: Sound (not required to be integrated in maya) Simple Effects (Animated textured polys) Importing to Unreal (provided that your characters and models are actually below the poly count unreal engine 2 can handle…) Baking Ambient Occ pass -Two Characters are required to be animated. 30fps -At least 4 animation cycle. Recommendations are: Walk/Run/Sneak, Jump, Attack/Interact, Idle + whatever else you think will show the character’s personality or action -Make sure everything is lit properly, and check in High Quality rendering that it actually works. I will do a Playblast, so you can guide me along your environments/character with your cameras. You are allowed to give me more than 1 camera to mark within 1 scene file ( but please don’t go too crazy) and if you do have more than 1 cam, pls let me know…

7 Credit Sheet… (or when the knives and the claws come out) Since there has been so many role changes within a team. Please let me know who’s done what in the Credit Sheet and what his/her main role is within the group. Once everything is compiled into one scene, please put the main works that you’ve done in named layers so I can quickly check, and make sure that you describe what you have done specifically and accurately in the credit sheet. If there are other works which you have done which sits outside Maya, ie. Concept arts, Sounds or anything. Make sure the folders are organised and named properly. I don’t need the PSD files, just the final TGA, & the final Maya scenes which I will Playblast. If you want to show me your works specifically, ie for animation, you can give me separate Maya files too. One Credit Sheet per team not per person.

8 The Pitch is due next week TUESDAY 27/05/08 Use the last week to improve and polish your Assets before your final submission is due: WEDNESDAY Midnight 4/06/2008 to be put into dropbox DESC9188 folder (ask Irene how) If you have your documentations + game manuals ready, you may submit them after the presentation to the client.


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