Artician
05-17-2004, 01:37 AM
Hi all,
These are pre-rendered images of a real time environment I did in the past. This is one of several environments done for a massive online game; this particular piece being the battle Arena for one of the primary cities in the world. I posted the statues a while back for some great critiques, but unfortunately didn’t make use of the feedback in these images (yet).
A bit about the work: A rough theme was given to me at the beginning of the project but the majority of the architectural design and arrangement was done by me. The environment makes heavy use of portal culling having around 116,000 polys in total, with the possibility of additional scene props later on. Most of the textures in these renders are no larger than 512x512, but the in-game resolution will probably be lower.
Each image was rendered twice: once using GI with the scanline renderer light tracer, and a second time using standard spot or omni lights with raytraced shadows. The two were then combined in Photoshop and edited to give the slight blur / lighting effect. My work is generally all for real-time engines; so I feel the lighting / rendering quality of these images is funky. I welcome input on how to do this better, or how to achieve similar results with less post-production.
All in all, the design, modeling and texturing took about 1 month, part time. Getting it to work in the engine took about 2 more months (and it's not even implmented into the live online package yet, which is out of my hands), so I can't really show any in-game shots at this time.
Something worth noting: because the engine used for this game is quite slow, but the dimensions of the environment are so large and open, geometry ended up being quite sparse for the space. This was a huge technical limitation on the construction of the place, so hopefully it doesn’t detract from it too much. In the end I was more or less happy with the results (mostly because it ran at a good fps, unpopulated), but I’d still like to touch it up down the line to make it look better.
What do you think? =)
http://www.creathcarter.com/site_images/plane/arena_hall01.jpg
http://www.creathcarter.com/site_images/plane/arena_ext01.jpg
http://www.creathcarter.com/site_images/plane/arena_ext04.jpg
http://www.creathcarter.com/site_images/plane/arena_ext05.jpg
These are pre-rendered images of a real time environment I did in the past. This is one of several environments done for a massive online game; this particular piece being the battle Arena for one of the primary cities in the world. I posted the statues a while back for some great critiques, but unfortunately didn’t make use of the feedback in these images (yet).
A bit about the work: A rough theme was given to me at the beginning of the project but the majority of the architectural design and arrangement was done by me. The environment makes heavy use of portal culling having around 116,000 polys in total, with the possibility of additional scene props later on. Most of the textures in these renders are no larger than 512x512, but the in-game resolution will probably be lower.
Each image was rendered twice: once using GI with the scanline renderer light tracer, and a second time using standard spot or omni lights with raytraced shadows. The two were then combined in Photoshop and edited to give the slight blur / lighting effect. My work is generally all for real-time engines; so I feel the lighting / rendering quality of these images is funky. I welcome input on how to do this better, or how to achieve similar results with less post-production.
All in all, the design, modeling and texturing took about 1 month, part time. Getting it to work in the engine took about 2 more months (and it's not even implmented into the live online package yet, which is out of my hands), so I can't really show any in-game shots at this time.
Something worth noting: because the engine used for this game is quite slow, but the dimensions of the environment are so large and open, geometry ended up being quite sparse for the space. This was a huge technical limitation on the construction of the place, so hopefully it doesn’t detract from it too much. In the end I was more or less happy with the results (mostly because it ran at a good fps, unpopulated), but I’d still like to touch it up down the line to make it look better.
What do you think? =)
http://www.creathcarter.com/site_images/plane/arena_hall01.jpg
http://www.creathcarter.com/site_images/plane/arena_ext01.jpg
http://www.creathcarter.com/site_images/plane/arena_ext04.jpg
http://www.creathcarter.com/site_images/plane/arena_ext05.jpg
