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Modular Assets V1

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Here are the first assets for our modular town kit. And below are some examples of buildings we can piece together.

Colour Theory

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Using the colour theory i had done I had a go at adding it some to the whitebox in Photoshop.

Orthographics

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Colour Theory

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Taking close look at the colour wheel I wanted to try and make the houses have contrasting colours so they would bounce off of each other but also not have too much going on, so I opted to have a max of 3 colours per house so not to make the world look like it has too much going on. These to pics are me trying to understand what coluors were used on old wild west buildings/movie sets, I selected the most prominent colours I could see in the pictures and then had a genreal idea of how I should do the ones for our game.   Seeing as his game has a cartoon style of game we wanted the houses not look too dull so the colours are brighter than the real buildings. These are the buildings colours I came up with, they all have similar colours having at least one of the same colour per house therefor making the seen less crowded with colour.    

Concept Art

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A bug that was encountered

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While working in VR the controllers have stopped tracking in Unreal and we cant seem to find a solution. This has greatly interfered with the progress of the game and needs to be rectified. An Unreal Forum Post has been made detailing the problems and asking for any input so hopefully a response should appear soon. Here is the question posted;

Modular Assets Technical Specification V1.0

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Overview Scrap-Town will be made up of a total of 7 buildings. A large prison in the center with three buildings in a semi-circle on either side. Buildings will include a saloon, a store, a repair shop, and some houses, which themselves will consist of one to three tiers in height. In the interest of production time and customizability in the game engine, the buildings will be made out of modular parts that will be assembled in Unreal Engine 4 (UE4). 4 base buildings (shells) will be created varying in scale and number of windows: A tiny, small, medium and large. Buildings will have a volume of 5cm to prevent players from seeing through back facing polygons.  In addition, an as yet to be determined number of windows, doors, floor and roof tiles, trimming, pipes and other assets will be created in a modular fashion once the concept art has been finalized. Scaling: Floor Tiles and Roof tiles will be 2x2meters, and all smaller objects will always needed to be round...