View Full Version : Environment-Game Level-Zakros Palace
04-04-2004, 07:44 PM
A couple of you might have seen the WIP of this project over here (http://www.cgtalk.com/showthread.php?s=&threadid=125169&perpage=15&pagenumber=8).
So 1st off a big thanks to everyone who gave c&c and helped me develop this into something I'm proud of.
A bit of BG on the project: This is a university module. The brief was to model, texture, light and render a game level of an ancient, lost city of our choice, as if it had just been destroyed for some reason - maybe a flood or earthquake or some kind of revolution. We had to model a segment of this city - I chose to model the Palace as Zakros, in Crete, Greece. We had a polybudget of 15,000 and we were restricted to 512-res textures and MAX as our software. (I also used Brazil for all the lighting/rendering. I used Photoshop for all the compositing work and touching-up. We were told to include no more or less than 3 areas of interest and balance the detail out over the map evenly, making as best use of textures as possible. The entire map had to be 100% STL error-free and 100% welded.
Since this won't actually end up in-game as such, all the rendering and lighting is reasonably high-end, but all the original 512x512 textures are used - nothing has been optimised for these renders.
Looking back at this project, I ought to have allocated more ploys to detailing such as trees, but we live and learn :)
So here's my effort!
04-04-2004, 07:45 PM
A hi-res wire
The Alexander Painting in the King's Chamber
04-04-2004, 07:46 PM
The Central Platform - Shot 01
The Central Platform - Shot 02
One corner of the Queen's Chamber
04-04-2004, 07:47 PM
The Pillar Complex near the North-Block
The Queen's Chamber
04-04-2004, 07:48 PM
A Water Spring near the Queen's Chamber
Thanks a lot for looking and another big thanks to everyone who helped me out with this one. It's my 1st game level so I needed all the help I could get!
04-04-2004, 07:59 PM
those renders look really good. i like the high contrast and grainyness to them. Making me worried about finishing my own city.
04-04-2004, 09:25 PM
Originally posted by Emrah
I allready followed your wip and what i am seeing is that you have amazing skills in creating work that does have a polygon limit. I like the sunlight you have created. I see that you have decided to use a dark grey color for the roofs. Its not looking bad.
Do you allready get a mark for it? I mean you said you was doing this for a school project? I would love to see an animation.
it's totally what i want to say, nice work! :bowdown:
and waiting for your anims
it's impossible not to have a high grade on this project...
04-04-2004, 11:06 PM
Wow. Thanks a lot guys. I really appreciate it. I'm so glad i took a few weeks break after finishing this project. Looking at the final renders again with fresh eyes was a good idea. It makes it all worth the effort when like-minded CG artists enjoy your work. Hopefully I will do OK when it's marked - but as long as someone thinks my work is good then I have succeeded. By the way, my module tutor is a very hard guy to please - keeps me driven to produce the best that I can.
Thanks again, I really appreciate it.
PS. This project won't be animated. I don't have the time unfortunately - perhaps I'll have a go during the coming summer holiday. I have, however, just finished rendering my 1st ever short animation. It's not too hot, so I won't be putting it up on CGT! Perhaps my next one... :)
PPS. Elementol - looking forward to your's too m8! I'm sure it'll kick some butt! :buttrock:
04-05-2004, 11:34 AM
thanks for bringing us this
04-05-2004, 07:37 PM
Thanks Klaymen :beer:
And thanks for the c&c in the WIP thread - made a difference!
I just found out I won't know my grade for this project until mid-summer unfortunately. O well :) Onto the next project!
04-05-2004, 11:36 PM
it's looking like a somewhat-old chinatown to mee... maybe because of that pattern on the wall.
Try render out more human-eye view. Would give you better idea how *players* will see your scene than using bird eye view.
04-06-2004, 12:54 PM
Panupat: i think I'll render out some POV shots nearer the deadline when I have some more time. Good idea, thanks. :) But as far as the texturing and mood goes I'm pretty happy with it - it's all Greek to me, as they say :)
04-06-2004, 12:55 PM
By the way - all the textures/photos used are real artifacts found at the Zakros Palace ruin.
04-07-2004, 03:37 PM
I LOVE IT !!! i want this game with this level :) hahaha
04-07-2004, 04:53 PM
Thanks Perkar :) I'm actually considering porting this over into the Quake 3 engine... maybe into Urban Terror. Might be fun to play around inside it, see just how well it plays in-game. A summer project I think :)
04-07-2004, 05:26 PM
when you will do it, mail me immediately (firstname.lastname@example.org)... i'll waiting. Maybe soon we will play together on your map :D
04-08-2004, 03:11 PM
it's totally , nice work :applause:
Great design mothermachine !
I really appreciate it. :thumbsup:
04-11-2004, 06:39 PM
Its IMPOSSIBLE to get a 100% clean STL check due to the edges. Just wanted to point that out.
Remember to click on vertices and THEN do the check for a proper check by the way.
04-11-2004, 11:15 PM
To be trutfull, Its a cool layout, however I think this render will in now way represent what the level looks liek ingae, and a company you are applying to will totally realize this and breeze past it.
04-11-2004, 11:22 PM
Well, I don't know about that...Look at ICO for the PS2. It had a similar lighting effect going IN GAME. Who's to say it wouldn't work if the dev team is willing to give it a try?
Nice render cool but a little bland scene (by bland I mean the lack of color variation on the walls). Overall, I'm impressed.
Edit: It may not look as good in Quake 3 though. :)
04-12-2004, 11:02 AM
hv2: thanks a lot!
capone_adam: as I mentioned earlier in the thread a few times, it's 100% STL clean except for the edges. If you look at the screenshot in the WIP you'll see the boundary edges are highlighted to show this.
Mangled Poly: you're right about that - but like i said earlier on, this is a low-poly map rendered to look like high-poly. (ie with high-end lighting/rendering techniques used).
Teyon: cheers :) GI/DOF and bump are being used in-game nowadays for HL2, Doom III etc. what I was trying to do with this project was get as impressive-looking renders as possible whilst sticking to a clean, traditionally-modeled and textured map. It was very limiting to work on a low-poly map and the only way to "show it off" on CGT was by rendering, since it's not in-game yet.
One day I'll check this map out inside Doom III or something. Might be fun to see how it plays. Definitely not in Q3 - that engine is just way too old now!
Thanks again all.
04-25-2004, 10:36 PM
Good work Mothermachine. You got your lighting and rendering down perfectly!:applause:
Anything I can think of s'gotta be the modelling. I know your poly count, and for that you sure have a large environment. But most of those many, many walls look like they are just extruded boxes, and that's it. A bit more detail on them, or a lot more decay on them, might give your environment a lot more character, and do your lighting+rendering justice.
Just my 2 cents. Or in this case, 2 p...
04-25-2004, 10:39 PM
Cheers marque :) You're dead right about the modelling. There is a whole lot I would change if I did this project again and modelling is one of them. I'm not entirely happy with the lighting either really, or the texturing. Decay is really lacking I think. Might update this sometime in the summer.
Thanks again :)
Appreciate the comments
04-25-2004, 10:49 PM
considering the target and the restrictions really good job!
04-25-2004, 11:40 PM
Ta Polakow :)
01-17-2006, 11:00 PM
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