PDA

View Full Version : Environment: Fantasy Arena


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

Artician
05-17-2004, 01:38 AM
http://www.creathcarter.com/site_images/plane/arena_wire02.jpg

http://www.creathcarter.com/site_images/plane/arena_cntr01.jpg

Artician
05-17-2004, 01:40 AM
The thing is so massive that I can’t show everything with a few images, so if there’s any area you want to see, or wireframe, or more of it in general, let me know. I didn’t want to post too much all at once. :1

Ghostscape
05-17-2004, 05:24 AM
You've got really funk poly-detail contrast going on here, and I'm not sure whether I like it or not. The combination of low poly, large flat surfaces, combined with really detailed statues and stairs seems discordant, somehow. The Oxagonal structre of the level seems like you're trying to make a low poly ring...but the detailing elsewhere makes it obvious that you're going for the oxagon look. Perhaps some detailing along the edges instead of the 45 degree angles would help...columns or posts or wood planks chamfering the edges would help a lot.

I'd love to see inside the middle of the thing, too.

KeepItEvil
05-23-2004, 02:34 PM
Seems to me, that everything, and I do mean everything is far to light.

Darken up EVERYTHING, make it dirty, add grime, blood, shadows cracks, holes, big gaping chasoms in the walls where people have shot.

I like the look, but i do agree with the previous comment, it just looks off somehow. And i think the color scheme is adding to that offness. darker darker darker. show off the contrasts in your level with lanterns... small amounts of light to show off areas of detail, and not so much light in the areas where there is none... no sense bringing attention to the borning parts eh?

KeepItEvil
05-23-2004, 02:41 PM
continueing from my last comment...

Right now it looks as if someone pressure washes this arena with bleach twice a week.

its far too clean. Must add dirt, grime, grubbyness. Make it gross. dont be afraid to cake it on.

And perhaps get rig of the pink windows... maybe add an epic picture of someone standing on a battle field. and no pink. offsets the feel of the arena.

kill all the lights...

it looks like you turned on the lights in your apartment because you cant find your keys. Just bring the brightness down a notch or two, and especially the contrast of everything.

ok im done picking. =)
more more more.

CGTalk Moderation
01-18-2006, 06:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.