Warehouse Mapping
Weight: 7.5%
Due: Week 5 (February 2nd, 2017)
For your second assignment, you will create a top-down floor plan for your major project. Using graph paper (if you don’t have any, grab the PSD off the server, or make your own here), you will draw your proposal to scale.
First, you MUST generate quick thumbnail drawings of individual rooms (with PURPOSE) that you intend to include in your space. You’ll want to do lots of these, and pick only the very best ideas for your design. If you hand draw these in a sketchbook, you’ll need to scan them and clean them up prior to submission as digital images. On the other hand, feel free to use Limnu to whiteboard your ideas on the grid provided on the server.
If you intend to use Limnu, please CONTACT ME via email (over on the right), and I’ll set you up a Limnu board and mail you back the invite. I looked through the emails the class provided, and I have no idea who some of these are for.
Once you have all your ideas down, you can mash them together into one complete space using Photoshop or another illustration package of your choice (Illustrator, Sketchup) for your final map. This will produce a very clean diagram, and gives you the benefit of quick clean up, layers, and multiple ‘Undos’.
You may NOT do this step loosely by hand or with Limnu (unless you're working extensively with the provided UE4 Grid and the line tools with Labels), only clean diagrams please!
Save your digital files in JPEG format. Make sure the image resolution is set to 300 dpi (default is 72 dpi) before you start so that you can get a nice, clean print out of your maps.
Please create a folder for submission called:
A2_[yourlastname][yourfirstinitial] (note, do NOT include the square brackets!)
Inside that place your final map(s), called:
LastnameFirstinit_MAP_01.jpg (omit the _01 if you map is a single page only)
Also inside the A2 folder, create a new folder called:
Thumbnails (this is a folder inside your A2 folder to put your thumbnails in)
Inside of Thumbnails, place your Limnu images / thumbnail scans from your sketchbook, called:
Ideas_01.jpg (add 02 and 03 etc... for each page you submit, there may be quite a few)
A Word on Your Layouts
Don’t forget the Z space! Your environment should have multiple levels, in which case, put each layer on a separate page, using dotted lines to indicate where rooms above or below might be.
Use appropriate symbols for doors, windows, stairs, or other construction elements, like columns or major furniture items. Provide a legend on the page to indicate what the different icons or symbols mean.
If the space becomes confusing from an overview map, break out that section on a separate sheet and draw an elevation map (from the side).
Don’t feel constrained by the screen aspect - just cut ‘n paste new sections onto the grid. Remember not to form the outline and fill (the shoebox method) but instead work from the inside out – the boundaries will form themselves.
Please refer to the major assignment handout when it comes to design issues with regards to space. Remember to consider clear paths, the interconnectivity of the space, how the player might traverse the Z space (Stairs? Ramps?) and decoration or architectural / structural elements.
This project is due to be handed in on the server at the beginning of class next week. Failure to hand in the file with the appropriate naming convention at the beginning of class will result in a ‘0’ on the assignment.