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View Full Version : Game Art Mini Challenge #2 - Gate to a Tomb (gaggle)


gaggle
09-08-2004, 02:19 AM
Hey everbody.

Worked on this today, I'm hoping to start uv/texturing tomorrow. It's the entrance to a vampire's crypt.

The sign outside will contain a warning of said vampire, though exactly how much texture resolution can be spared for that I don't know.. hm. Also there's a bunch of grass-cards, but I've hidden them for now since the untextured polygons obscured the view.

Apologies if the image is too dark, I can only tolerate tweaking the finalGather settings for so long :).

I work in Maya, and the whole shebang is 610 polys (that's including the currently hidden grasscards).


I'll listen to comments, crits, any sort of feedback, so don't hold back.

gaggle
09-08-2004, 12:27 PM
Hey hey,

I just rendered a little turnaround. Or.. quasi-turnaround, whatever. Hopefully it makes it more clear what exactly my prop is supposed to be. I'll be starting up some texturing now, but ah.. it's not an area I have much experience in, so I'm a little nervous of how it'll turn out.

Link to turnaround (828 kb) (http://gaggle.dhs.org/_projects/vampireCrypt/media/turnTable_01.mov)


I'm still looking for feedback if I'm on the right track or not. I've noticed that the other submissions seems more oriented towards an entire environment, so I'm getting worried that I've parsed the rules incorrectly..

obelisk
09-08-2004, 01:01 PM
don't worry. you're doing really well here. very clever to confine the space like this. it means you can maximise the small amount of texture real estate you have to work with. the bulges in the walls are a nice touch, but i wonder if the cricifix, and the door might be a little too thick.

keep on truckin'

-O

gaggle
09-09-2004, 05:58 PM
Hi,

Well, yesteday suddenly turned more hectic than I had anticipated, so little texturing occured. Nor eating nor sleeping before it was very late :).

Anyway, I've spent the day trying to get something useable going, hopefully it's paid off. The attachment is a GI render, since it makes everything look so pretty. The scene is 539 tris so far, I'm saving a few to spent either on foilage or making the vertex lighting look prettier. Also I think I have.. two 64x64 channels left to use (not entire images, just two individual channels), we'll see if I can find a use for them.

I'll post wires and stuff if requested, and.. well I'll post a turnaround like the one before in a little while, just gotta go eat first :).

RO
09-09-2004, 07:08 PM
I really like how it ended up I like the textures also, but I am not sure of the intensity of the red wood and golden color. Perhaps a more worn out color to show more age.

gaggle
09-09-2004, 08:50 PM
Here's that turnaround I mentioned (http://gaggle.dhs.org/_projects/vampireCrypt/media/turnTable_05.mov).

The sign is not making me very happy.. maybe if I add a red cross over it, or an exclamation point or something hm. It's supposed to be a warning to any would-be adventures.


Desp#2/Rog, thanks. And the age thing is a good point. I uh.. seem to've forgotten about that part :). I'll see what I can do.

gaggle
09-12-2004, 11:23 AM
'ey,


Phew, reallife kicked in again so its taken me a while to get this model wrapped up. I'm calling this one done now, time to move on and such. I ran into a limit with mental Ray and multiple UVsets, so I ended up ditching the idea of adding dirt and such to the door. It can be done, but I wouldn't be able to render it, so I figured I'd just skip it and call it a lesson well learned.


Renders and turnarounds, click the images for high resolution:

http://gaggle.dhs.org/_projects/vampireCrypt/source/turnTable_09.sml.jpg (http://gaggle.dhs.org/_projects/vampireCrypt/source/turnTable_09.jpg)
Beauty render. mentalRay with finalGather, plus a spotlight for good measure. turnaround (2.1Mb) (http://gaggle.dhs.org/_projects/vampireCrypt/source/turnTable_09.mov).


http://gaggle.dhs.org/_projects/vampireCrypt/source/turnTable_09_textured.sml.jpg (http://gaggle.dhs.org/_projects/vampireCrypt/source/turnTable_09_textured.jpg)
Viewport playblast, with vertex lighting. I ran into issues with how Maya displays the textures, so much to my grief and annoyance the surfaces ended up more blurred than they should be. Oh well, live and learn I guess. turnaround (1.4Mb) (http://gaggle.dhs.org/_projects/vampireCrypt/source/turnTable_09_textured.mov).


http://gaggle.dhs.org/_projects/vampireCrypt/source/turnTable_09_shadedWire.sml.jpg (http://gaggle.dhs.org/_projects/vampireCrypt/source/turnTable_09_shadedWire.jpg)
Shaded wire playblast. Just to show off the wireframe and vertex lighting. I don't like how vertex lighting makes the walls completly dark the more you look at them at an angle.. bummer. Is there a way to solve that problem? turnaround (2.1Mb) (http://gaggle.dhs.org/_projects/vampireCrypt/source/turnTable_09_shadedWire.mov).


http://gaggle.dhs.org/_projects/vampireCrypt/source/turnTable_09_wire.sml.jpg (http://gaggle.dhs.org/_projects/vampireCrypt/source/turnTable_09_wire.jpg)
Just good old fashioned wireframe playblast, for those that are into that sort of thing. turnaround (3.2Mb) (http://gaggle.dhs.org/_projects/vampireCrypt/source/turnTable_09_wire.mov).



Textures:

http://gaggle.dhs.org/_projects/vampireCrypt/source/wall.jpg
128x128 primary texture. The black corner is for the metal hinges. I shaded those with vertex colors, so they're grey in the viewport render. Worked fairly well I think. Yellow is the cobber/gold parts, and I'll explain the green blob below.


http://gaggle.dhs.org/_projects/vampireCrypt/source/wood_split.jpg
64x64 wood texture, alpha channel is the sign graphic. I couldn't afford a dedicated signtexture with the smiley burnt in, so I ended up with this solution. Only the signshader has the alpha layered on top of the woodtexture.


http://gaggle.dhs.org/_projects/vampireCrypt/source/miscTexture_split.jpg
64x64 misc texture, each channel used individually for various purposes.
First channel is layered onto almost every texture in the scene. It's tiled a lot, so it adds some fine grain to the surfaces.. just simple "detail-texture" technique. It only really shows shows up in the mentalRay render though, a limit I was not aware of when I started.
Second channel is foilage alpha. The foilageshader gets its color from the primary texture, that's what the green blob up there was for.
Third channel is the sign alpha.



Due to the texturelayering things only look as intended when rendered. There are some rather harsh limits to what Maya will display in the viewports.. it'll be too longwinded to get into right now, but it took some trial and error to have it display at all.

All in all this has been a fun experience. Total time to create this has been.. hm.. three work days? Maybe four. It was my first time texturing with any sort of limits imposed, so it was particularly exciting trying to tile things as best as possible. I had never tried tiling a texture before this project :rolleyes:.

If I've forgotten something, or been unclear in my descriptions, just say so and I'll do my best to rectify the situation. Please don't hold back on the comments. Even though this is done for now (unless something pops up that simply must be fixed :)) I'm still anxious to learn as much from it as possible so I can make my next project even better.


And thanks to Deacon for the challenge.

mah-h
09-12-2004, 05:23 PM
realy nice work nice idea and nice quality
but the game don't have an engeen render to hav so much quality

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