22.10.12

Summer project

I've totally forgot to post screenshots of a project I've been working on during the summer. I didn't really like the ideas proposed in the list, so I decided to make my own, with "twenty-one" and courtesans. There was a cafe\tea house that I frequented when I was in high school, which featured some interesting interior design elements. Great tea, nice books and magazines, comfortable chill-out zone, awesome music and the fact that they almost never asked for an ID if you decided to order a shisha made this establishment an awesome place to bring girls on dates and just relax with friends. Unfortunately, they closed when I was in my final year of secondary education. As I found out later, a someone bought up the place, and re-opened it under a new name at a different location, but with the same staff. Pretty cool, but just not the same. So I decided to recreate the place as I remember it in UDK.
Now, about the project itself. First of all - 15k triangles for a decent environment is ridiculous. I mean, triangle limit for a LOD0 of some weapons in Team Fortress 2 is 8-12k. A weapon. I understand that after graduation I have to expect to work on crappy stuff for weak platforms - I already modeled and rigged biped meshes with a 300 tri limit for an Android game - but still, I want my stuff to look great, and not like a pile of polygons. So while I tried to stay as close to the limit, final tri count is almost 18k. Most textures are really small, but I'm pretty sure I'm over the budget with them as well.
The work was hard and tedious, but fun nonetheless. UDK is far superior for work with materials than 3ds Max, if sometimes weird. It also is very fast to work with, compared to other SDK I tried to use. The only thing that is required to be "compiled" is the lighting. Great tool, can't wait until we get to use it for Game Production projects.

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