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

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 29 Jan 2010 19:04:13 -0800

oh hey also im not sure if you guys heard this yet or not, but in our game
10 units = 1 meter if that helps at all
On Fri, Jan 29, 2010 at 6:13 PM, Larvantholos <larvantholos@xxxxxxxx> wrote:

> 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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