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obelisk
03-09-2004, 07:34 AM
These are a few grabs from a test I've just completed for a Game Design company. The whole scene covers three square kilometers, and uses 22881 polys (tris and quads) and fifty painted textures (128 x 128 @ 16, 64, 128 or 256 colors). Any feedback would be great.

This is my first post in the game design forum. Apologies in advance for the dodgy banner ads on my free server. I can't seem to figure out how people are embedding images directly in their posts. [Got it. Thanks Eric]

http://obelisk4.20m.com/seaport/images/BT04.jpg
http://obelisk4.20m.com/seaport/images/BT03.jpg

Look forward to and crits you'd like to level.

More views:
container cranes 01 (http://obelisk4.20m.com/seaport/BT02.html)
container city 02 (http://obelisk4.20m.com/seaport/BT05.html)

obelisk
03-09-2004, 09:22 AM
do my posts smell funny or something? nobody ever replies. your breaking my spirit people. throw me a freakin' bone here...

eMPeck
03-09-2004, 09:38 AM
Well, I don't really know what to crit here :)

It's quite good high detailed level set, I don't know how it is looking in real-time, but I like it.

RmachucaA
03-09-2004, 01:32 PM
looks good. Its not amazing, nor is it bad, its just good.

Maybe add more variation in the cleanliness of the textures, they feel too clean.

SecretAgent
03-09-2004, 11:35 PM
Hey obelisk, this env looks great!! The texturing seems kinda bland and simplistic but, your lighting really makes the scene look great - you've conveyed that sunset mood really well and I love your use of color in the shadows, very nice! Everything also seems very uniform, maybe misalign some of the trailer/boxes so it doesn't all look so perfect.

obelisk
03-10-2004, 12:32 AM
Thanks Eric. The companies requirement that the textures be 128 x 128 makes sophisticated texturing (of which I note you're something of a master--nice work on that exterior) fairly difficult. I fell back on lighting to try and compensate. I'll keep working on it and see where it goes. Meantime, I've had to submit the results, so fingers crossed.

obelisk
03-10-2004, 12:35 AM
BTW (and I'll ask the question directly now) how are people embedding images directly into their posts? Any help with this would be great.

dur23
03-10-2004, 12:43 AM
Originally posted by obelisk
The whole scene covers three square kilometers, and uses 22881 polys (tris and quads)

so whats the real triangle count? quads excluded...

good luck!

SecretAgent
03-10-2004, 02:19 AM
Ah, yeah texture restrictions like 128x128 make things difficult, especially when you want to add grunge/dirt/slime to them w/out getting things looking so repetetive. You did a great job though and wish you luck on your submission to the company. Heh, thanks for the compliments.

SecretAgent
03-10-2004, 02:22 AM
Oh, by the way - if you want to add the image directly to your post you have to click the "IMG" button and paste the link into there and it should load the image right in the post (this might not work w/some webhosts though).

obelisk
03-10-2004, 06:33 AM
Originally posted by dur23
so whats the real triangle count? quads excluded...

Hey dur23. I haven't tripled everything in the scene, but my maths on the question tells me the answer is around 35000. Do you think that's high for what you're seeing? I was pretty careful with my optimisation.

BTW: Is there a rule of thumb for this stuff? X polys per square meter or something? It's obviously totally dependant on the kind of environment, but maybe there are specs on the PS2 that identify some sort of optimum performance vs detail rule... I've been looking around, but only find specific object related counts. I've been treating the excercise like HTML, and optimising to the point just above a loss of appreciable quality.

cheers

gaggle
03-10-2004, 03:08 PM
The thing that first strikes me when I see the top image, is how mathematically perfect those containers are positioned. They seem to be at rather perfect 90 degree angles from eachother. And one is placed ontop of the other in a perfectly aligned manner. I wanna get in there and mess it up a bit.

I realise the tall containerwalls are probably just that, a wall, with the texturing and detailsbit added, so you can't just go in and rotate a couple of containers at will. But you get to work out the technical headaches, I just sit here thinking the park could use a bit of randomness.

Scene looks good though. It's an unrealistic amount of containers, but it is "container city" so.. it seems rather fitting.

obelisk
03-11-2004, 06:01 AM
thanks gaggle. that's a common criticism of all my work. i always seem to try and get things set up just so, and then can't bring myself to introduce chaos. how anal is that? i'll get back in there and muss things up for you...

TRyanD
03-11-2004, 07:53 AM
The cleanliness really kills it imo. Need to dirty up some of the textures and rotate stuff some more. Plus man some of the piles look really high, need to lower them some prolly.

Be a real nice game map though with a bit of work (and water that waves hehe).

amola2k
03-20-2004, 06:36 PM
cool
i really like your concept !
can u show us more pics ? and wires ?
cheers

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