Polar Paradise: Minutes1
It’s decided that Wayne will concentrate on character models and Yoge will focus on textures and start learning the Max Payne level editor. Jonathan states that the Max Payne engine is excellent at processing textures.
Although MaxFX (Max Payne engine) imports 3D Studio Max models the assets can be created in Maya – exported to 3D Studio Max then exported in MaxFX
Number of characters needed for the project is not determined yet. However, at a bare minimum, we will need the player character (Dinky the polar bear), Evil Santa and at least one bad guy.
Jonathan talks the team through demonstrations of Mods that he has already created using MaxFX – Polar Payne and Katana.
Wayne describes what triangle meshes are and Jonathan states that, among other constraints, character models should have a low polygon count; between 800 – 2000. Other constraints include leaving the skeletons as they are and creating new character models to match the skeletons.
SFX and music can be imported to MaxFX in Wav. format. Mark may take on the role of SFX and music but the possibility to get other students on board exists.
Particle effects, such as snow that explodes when snowballs hit their target, can be created in Photoshop and ParticleFX for use in MaxED.
Summary of team roles:
Jonathan – co-project manager, lead design, level editing
Mark – co-project manager, level editing
Yoge – texture artist, level editing
Wayne – character artist
Next meeting: 25/01/07, 3pm
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