Monday, May 16, 2022

Additional Texture Work

 These are props that I did not model, but I did texture.

A flat screen monitor

An older, CRT TV monitor.

A security camera. I had to redo the camera head from scratch because there was a strange issue in which you could see through some of it in unity, for some reason. As such, this camera head below has gone unused. I separated the stand from the camera, and used that. I also took that opportunity to change the texture a little bit.

The camera stand.



Warp Project Props + Textured Props

During my time developing Warp with the team, I created a numerous amount of props and textured versions for the game. I have included every single one of them here, even if they go unused. This will only be for props I have created.

This is the warp device that the player will be using to traverse the level and solve puzzles.

At some point in planning, the device was supposed to get damaged. I am unsure if this is still a feature, but this is the damaged variation of the device. 

This is the floor texture. It was supposed to be tiled across the level's floor.

The two below are metal crates. During the game, you need to block lasers with crates. It wouldn't make much sense to have wooden crates, as they would burn. Below is a normal and wide variation. There's a little bit of dust and rust, but it's hard to see.



These are two barrel variations. A clean and dirty barrel. The dirtier barrels would've likely have been placed within the sewer level, where as the cleaner ones would've been in the upper floors of the lab. Considering this is a laboratory, I figured they would be handling dangerous material, so I opted to include a warning sign on the prop. It is much harder to see on the dirty versio



This is an office chair. I took inspiration from the chairs you typically see in office environments, and modelled it together with a few alterations such as the metal ring. This would've been used in the higher floors of the lab.


This keycard is picked up by the player, and was one of the first things I made for the group. It grants access to locked doors on the first level.


In the sewer level is where you'd find this valve. When used, it lowers the water level and allows you to progress. Since it's in a water area, it's started to rust and the paint is fading away.


This is an early model for a baton that would've been wielded by guards. 


This is an unused lever design that was considered to be put on the control panel.


Similar to the office chair, these desks are found within the higher floors of the lab, in an office setting. However, I never got around to finishing the corner desk version, but you can still see it below.


Initially, I had a lot of trouble modelling a vent. For some reason, the faces and vertices would freak out sometimes. I did find a better way to make them, but these squares are what's left of my previous attempt to make some.

However, these are the finished vents that I used a much simpler techinque to make. I'm not 100% sure why I had trouble with them initally, but still. They might not look as good, but they're much more functional with little / no loose vertesies.

This is a keycard scanner for a door. It's not much, but gets the point across. This is my second version since I had lost the original.


A control panel made up of a lot of smaller components made individually.

Due to a bug where the existing camera head model had parts in which you could see right through for some reason, I redid the camera head from scratch. As such, it is slightly different than the original, which is in another blog post about my texturing work, but this model is mine.


Warp Voice Line proof

 Below I have enclosed screenshots of the folder containing my voice lines.

I play the roles of the playable character who is a spy, and the villain who is the head guard of the facility.

For the spy, I attempted a calm demeanor, whilst also dipping into the sarcastic and fed up side from time to time.

As for the head guard, I chose to go with a menacing, cocky attitude. Mimicking stereotypical, over the top villains in media. My main inspiration for the voice was Sundowner from Metal Gear Rising, as I tried to mimic his tone of voice.





Textured Crate model

 I know it looks bad that I'm posting about texturing a crate now, but I made, UVed and textured this in the span of about 20 minutes. A...