Hello guys!
Something important I forgot to say.
This map, which will be the first mission (episode) of my game:
It's a remake of a Custom Map for Counter Strike Global Offensive, the map name is de_heat.
Whenever I create my maps, I like to take many games as reference, and I prefer to use Source Engine Games Maps, because it's easy to import on 3dsmax, and use the original map as a reference to model my map over the original map.
I have choosen this map, because it's similar to the real city of "Old Jerusalem", which is where the first mission of my game takes place.
However, I contacted the original author of this map from since I began creating this map in UDK Engine, last year. And he was very kind to me and gave me authorization to remake his map for my game:
However, as I told before, these screenshots of this map, and the gameplay trailers, are a bit outdated, because I am already working on chaing this map a bit, especially chaning some assets (props) which are from Valve (the devs of Counter Strike) and not from the map author.
I am replacing these assets with some assets created by me and others purchased on 3D Marketplaces arround the internet. This is very common especially for indie and solo developers, purchase assets, download royalty-free assets to use whenever developing a game.
Imagine if all indies would make games creating all the assets from scratch. You would not see so many indie games arround there.
The same is truth for my new updated protagonist model. This new updated model is a mix of character parts from many models, which I purchased recently to update my 3d models library, which was a bit outdated (the marjority of my old models were from the time of Counter Strike Source).
However, you may think: "Man, getting ready models to create a game is very easy, because you have done almost nothing". I must inform you that the truth is far away for this thought. In game development there is no a "copy and paste", or "plug and play" solution, just one click and your game is done! No, even using pre-made 3d Models, you will never get the model which you want to fit on your project unless you do the dirty work of modifying this asset to fit on your game. Yeah, there is a LOT of work to be done.
I have done a lot of manual changes on this model, in example, the head cover was untill the neck, however I wanted this headcover to raise down untill the chest, so I manually modelled that extra part to make it reach the chest. Also the original texture was a plain black, so I manually created in Photoshop this Shemagh Texture in red color, the traditional Palestine Head Cover. Also to add some more depth, I did bake some small shadows on the texture to make it look more realistic and give a kind of fake volume to this head cover.
Another change I have done, because I am using the default UDK Skeleton (Unreal Tournament 3 Rig), and the default Animation System in UDK Engine (UE3) is pre programmed to work with the UT3 Skeleton outside the box, I did manually rig the character mesh to the UT3 Skeleton, as you can see in the video. And the character arms I used for this model, were a bit larger than the UT3 Skeleton, so I had to manually reduce the arms lenght, thus repositioning the hands aswell, to fit perfectly to UT3 Skeleton (so I don't have to re-program the Animation System).
Cheers and untill next update!