[project1dev] Re: Have we considered this? (ART)

  • From: Larvantholos <larvantholos@xxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 29 Jan 2010 18:26:31 -0800 (PST)

Well, you guys seem fairly organized so I was starting to wonder why I was 
feeling a bit lost ;) 

--- On Fri, 1/29/10, eric <figarus@xxxxxxxxx> wrote:

> From: eric <figarus@xxxxxxxxx>
> Subject: [project1dev] Re: Have we considered this? (ART)
> To: project1dev@xxxxxxxxxxxxx
> Received: Friday, January 29, 2010, 9:22 PM
> Part of the problem is you guys are
> coming in at the end of this milestone so its totally
> understandable that you are a little lost.  The next
> milestone will have a lot more variety and a lot better
> organization (we've learned a ton as far as that goes) -
> being here from the beginning of milestone 3 will make it a
> lot smoother and more cohesive than it seems now :) 
> Sent via BlackBerry from T-Mobile
> 
> -----Original Message-----
> From: Larvantholos <larvantholos@xxxxxxxx>
> Date: Fri, 29 Jan 2010 18:13:46 
> To: <project1dev@xxxxxxxxxxxxx>
> Subject: [project1dev] Have we considered this? (ART)
> 
> For the art workflow, I admit I have some of the same
> issues as Hanaan here, tho I'm just knocking out some basic
> stuff.
> 
> From what I've seen so far, art getting out there a bit
> slow is delaying things a bit - have we considered modeling
> quick mock up zones for everything?
> 
> We could easily knock out areas, un texutred props in them,
> lay out the core colors for each are so we have some idea of
> the ambient theme - setup lighting with the scenes and bake
> into the AO into them - this way a lot of "area" would be
> covered pretty quickly.
> 
> A short list/idea of what sort of creatures, vegetation or
> technology that would be used in the areas were modeling
> would help too.
> 
> In terms of doing this, the core art could keep pace with
> the scripting/programming a bit better, and the programmers
> would have a little more to play with.
> 
> Let me know, I'm gonna mock up some stuff in the next few
> days since everything is finally good on PC again :D
> 
> Oh and Eric, if you could provide some example objects or
> suggest objects to use for very fixed height (I realize you
> gave me the measurements) I could probably layout the
> untextured area in 3ds - setup objects in it to get an
> overview of how it looks if this would be easier? Since
> doing the walls/floors shouldn't be to much of a problem
> since you've provided a basic layout design, I'd more or
> less need to know what we wanted as the general room
> dimensions too.
> 
> 
>      
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