This quarter in this class has been a trial, tribulation, and a very valuable learning experience. I must say i now have immensely more knowledge of UDK than i did before this quarter and i will certainly out all of it to good use. Admittedly, the final result did fall short of my initial vision, however, having started form scratch after my file corrupted week 6, i must say i still produced a decent result. Initially, i had a much grander scale in mind with the whole level supposed to be floating in space, orbited by stars and celestial bodies, and also with three trials to complete rather than two. Due to time constrains and just having to start from scratch i ended up cutting back on one of the trials and some of the aesthetics that i would have liked to have included. From a production standpoint i learned that some times it is unavoidable that some things will have to hit the cutting room floor and simply not make it in to the end result for one reason or another. However, that doest mean you cant still produce a good result. Like everything in life, you just need a proper balance and make sure to make your choices accordingly.
Technically, Kismet was an entirely new experience for me. It was interesting learning how robust Kismet is but how fairly straightforward it CAN be. Like any package it is an entirely new language to learn just like Max or Photoshop but once you do it becomes a sort of extension of yourself. I like how Kismet is set up using the simple rules of cause and effect, and all that is needed is to connect the nodes. Trigger—-> Event. Simple but effective and fairly fool proof. Kismet isn’t capable of EVERYTHING, but quite a lot.
Aesthetically, i intend to pursue to environment or character art so admittedly i wanted to focus primarily on an over all look of my level. Over the previous break i took it upon myself to study and learn a lot on UDK materials, particles, and effects. Just due to time i wasn’t able to implement all of them but I’m glad i was able to at least use most of them. I used vertex colors and a material setup using World Position Offset node to simulate a wind effect on part of te Malevolence mesh and i was pleased with the over all result. Also i used a lot of Multiply nodes, and opacity in order to achievecertain effects with my materials to create depth. Over all though, i really enjoyed developing my photoshop painting skills since i primarily hand painted most of my texture maps for my meshes.
Despite the trial and tribulation throughout the quarter, it was very enjoyable learning experience. I primarily learned to save in iterations in case one file gets corrupted. And i enjoyed expanding my knowledge of UDK and implementing what i have learned.
http://dl.dropbox.com/u/7017860/surv1.bmp
http://dl.dropbox.com/u/7017860/surv2.gif
http://dl.dropbox.com/u/7017860/surv3.gif
















