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SneakyBiscuit
12-08-2004, 09:31 PM
Hey yall,

I have started this thread to record my progress on this assignment. This is the final project for my low poly game texturing course. My deadline is Tuesday night of next week. Critiques, advice, input, etc, are more than welcome.

My assignment is to construct and texture a low poly environment according to the concept received. No lighting is required. There are no polycount or texture size requirements as well. My intention is to use as many polies as possible within reason. I would like this to be a portfolio piece, and do not want to show carelessness with too much unnecessary geometry. The smaller details will be taken care of with textures of course.


Here is the concept by Feng:
http://www.artbyfeng.com
http://www.sneakybiscuit.com/screenshots/bedroomnazi/fengconcept2.jpg

At this point I am just blocking out the scene. I'm trying to get proportions and object distances close to the reference. It's important for me to get everything the right size and in its place before I continue. Im kind of anal like that, but it gives me the peace of mind to start modelling. The proportions do seem a little bit off. I think its because my camera is at a different field of view than the concept.

http://www.sneakybiscuit.com/screenshots/bedroomnazi/bedroom01.jpg


The next image I will be posting is the modelled scene.

Later,
SneakyBiscuit

Chris. F.
12-08-2004, 10:21 PM
I don't know if it's a good idea to create ur scene like that.

Try ( if u want :P ) to create - texture ur model one by one, carefully, don't go too fast and put ur items so fast.

stay cool ;)

and it will be great :thumbsup:

DevilHacker
12-08-2004, 11:30 PM
At this point I am just blocking out the scene. I'm trying to get proportions and object distances close to the reference. It's important for me to get everything the right size and in its place before I continue. Im kind of anal like that, but it gives me the peace of mind to start modelling. The proportions do seem a little bit off. I think its because my camera is at a different field of view than the concept.Hey Biscuit, Nice photos, also the scene seems to becoming along nicely... But I would also recommend making each object one at a time...

-Keep updating, DevilHacker

Relic
12-09-2004, 01:45 AM
I don't know if it's a good idea to create ur scene like that.

Try ( if u want :P ) to create - texture ur model one by one, carefully, don't go too fast and put ur items so fast.

stay cool ;)

and it will be great :thumbsup:
Everyone has their own workflow, whatever feels comfortable to him, he will do :)

BakerCo
12-09-2004, 02:17 AM
I love the design looking forward to the final image.

LostInFace

zen
12-09-2004, 04:05 AM
I don't know if it's a good idea to create ur scene like that.
Actually thats a great way of doing it. Having a quick 3d "sketch" or mockup of the final allows a layout phase where you can revise the positioning of objects and see if it works at all in a 3d environment. Otherwise it is quite discouraging when you have to redo something you did because of 3d design problems you failed to see ahead of time.

Dieblein
12-09-2004, 09:15 AM
Always the Hookcross and the "WaffenSS" poster on the wall on almost every WW2 game I know. Ever thought about realism? Why should they hang up this poster in such a close room? The poster is meant to recruite people not to hang it in your room and to glaze at.

Nice start so far btw.

SneakyBiscuit
12-09-2004, 12:19 PM
Hey guys. Thanks for the replys.

I wanted to have the scene completly modeled first and spend the rest of the time just on my textures, but after the first few assets I got impatient and started texturing. I feel that chopping away at this scene, one piece at a time, as Chris and Devil suggest, is a better approach for me. It keeps my interest, so I dont get brain dead with too much modeling or too much texturing at one time.

Dieblein: Well I guess its there to remind you of who your enemy is, not some arbitrary bad guys that want to kill you, but indeed nazi SCUM!


The large crate has 76 polys. The smaller one has 36. Both share the same 512 map. I also threw a quick bump map in there for the hell of it. The small box texture could use some extra love, but Ill leave it for now

http://www.sneakybiscuit.com/screenshots/bedroomnazi/boxes.jpg

I think I'll work on the tileable textures for the floor and wall next, and try to get that fireplace to blend well into them. After that Ill show an update of the scene.

Later,
SneakyB

MR BINK
12-09-2004, 01:33 PM
It's looking good sneakybiscuit.......
this is just a suggestion, maybe try and work at a smaller texture size. I know xbox's can handle texture's of that size..... but I'm sure a company and it's coders are always going to be looking for ways to make their scenes run faster, so if you can achieve the same effect at a lower resolution, that might be a good thing to keep in mind, because I am sure you're potential employer will notice it.

Just a thought........

cheers,

AdamAtomic
12-09-2004, 03:27 PM
Great texture! I agree with Bink though, try making it a 256x256 and doing an Unsharp Mask on it, to make the details pop. I bet you won't be able to tell the difference!

rosch
12-10-2004, 11:15 AM
I like the scene, but it would even work without all the typical-nazi-stuff. It looks extremly like ReturnToCastleWolfenstein.
If I were you I would add some nails to the crate-texture, something to hold all the wood together, but they look very good now!
In the scene I could imagine the radio a little bit bigger and some kind of old oven instead of crate number 1001 there :)

I like to see some progress soon.


23

SneakyBiscuit
12-11-2004, 12:14 PM
Hey guys.
I've been busy with a couple other assignments these last couple days. I have more time over this weekend and into next week to finish this baby up.

Adam and BINK: Thanks for the suggestions regarding the texture size. Before I get into optimization mode, I would like to get as much of the scene roughed out. Ill definatly give it a shot. Typically, for a 256x256, would you texture high res and then reduce it? Like from 512 to 256? Or even 1024 to 256?

rosch: The image, I believe, is an actual concept piece for RTCW. Yes nails in the crate are a nice touch as well as the oven. Nice ideas. When the scene is roughed out more Ill better know what to add/takeaway/change.

Here is some progress on my tileable textures. The wall is cut up into three segments. I have a texture for the base, which gives me that band, a middle section, and a top section for water damage/corrosion. At the moment the water damage at the top is not too noticable, and probably not worth the extra polies unless I make it look really cool. The floor texture seems too photoshopy to me, I guess because I assembled it piece by piece.
http://www.sneakybiscuit.com/screenshots/bedroomnazi/wallfloortexture.jpg
http://www.sneakybiscuit.com/screenshots/bedroomnazi/wall_tile.jpghttp://www.sneakybiscuit.com/screenshots/bedroomnazi/floor_tile.jpg

They seem to look better as individual textures than when tiled. I have a good feeling I'll be retouching these textures by the time I finish.

Here is my soon to be fireplace:
http://www.sneakybiscuit.com/screenshots/bedroomnazi/fireplaceupcoming.jpg

gnight,
SneakyB

hugehobbit
12-11-2004, 05:43 PM
looks good -- need some stencils maybe to take away the blandness of the tiled textures, but i think it shouldn't be to much of a problem if you add more clutter (objects) and the lighting will help a lot.

EVIL
12-11-2004, 06:46 PM
As you can see on the concept by feng, the corners of the fireplace are more rounded.

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