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Snowjeti
07-24-2005, 11:52 PM
Hi!
Currently I am a student at the Games-Academy in Berlin and I am working on different buildings to create a big future city. The models are used in our game "Metrocab" that we develop during our training. Here we have a construction site with 6258 triangles.


http://www.gwebspace.de/snowjeti/constrsite1.jpg
http://www.gwebspace.de/snowjeti/constrsite2.jpg


I'd be glad to read some criticism. ;-)

PhilOsirus
07-25-2005, 03:18 AM
It looks excellent but the picture quality is very low so it is difficult to give crits. But if the building is planned to be seen from far, I would use alpha maps for the details parts like the X-shaped frame of the crane and the pillars on the building. But only if it is never seen from close.

feedbaz
07-25-2005, 08:42 AM
The only thing I would say is that cranes lift very heavy things, and need to have extremely solid foundations to avoid falling over. In your model it looks like they just sit on top of the building and would probably fall over. I would show the cranes going all the way through a building, perhaps using a lift shaft or atrium.

It's quite pedantic, but if you're going for realism.......

Otherwise it looks very good.

Snowjeti
07-25-2005, 11:34 AM
Thanks for your oppinions so far. I will give a picture update with better quality as son as I can.
Later on in the game the player will be able to fly as close to this construction site as he wants to. So this is why I didn't use planes.

"The only thing I would say is that cranes lift very heavy things, and need to have extremely solid foundations to avoid falling over." you are right with it, but this is future and I don't have to be that realistic. An Atrium or something like that would add a lot more polys which I don't need definitely. The main issue is that the player knows that this is a construction-site.

MK2
07-25-2005, 11:34 AM
The bigger crane looks just like a scaled version. I think you should keep both on the same size just add a section for the height. maybe it would be even better if you make two diffrent cranes.

´Will the player ever look down to the building like you show it in the screenshots here?
If not.... if the player never can reach that height you should simplify the models... delete every poly that points upwards, alphaclip the cranes grid-construction etc.

Snowjeti
07-25-2005, 12:13 PM
yeah you are right, the smaller crane is just a scaled version of the big one but if I would create 2 different cranes, I would also need another textureset but this would be to much because of heavy performance restrictions.

The player will control a flying taxi ŕ la "Fifth Element", so he will be able to fly everywhere he wants to. That is why I don't use planes. Another reason is that every object of the construction site has to have collide objects and planes aren't "collideable".
Furthermore I think that it's worth the trouble not to use planes if you look at the detailed shadow. I can't use planes for shadow meshes within the game engine.

Here are more pictures with better quality:

http://www.gwebspace.de/snowjeti/constrsite3.jpg
http://www.gwebspace.de/snowjeti/constrsite4.jpg
http://www.gwebspace.de/snowjeti/constrsite5.jpg

Maybe the wireframe could be interesting, too:

http://www.gwebspace.de/snowjeti/constrsite_wire.jpg

maul
07-25-2005, 01:54 PM
split up the model and make LODs to reduce the polycount a bit..

Snowjeti
07-25-2005, 02:20 PM
"split up the model and make LODs to reduce the polycount a bit.."


That is always a good idea but we don't have time to do LODs. Because this isn't the only building in the game. ;-) It would just take to long.

kaylon
07-25-2005, 07:22 PM
I would suggest at least making some LOD2 (boxes)...and fabricating code for them, if your "Big future city" is made up of buildings that are 6k+ poly's per building your gonna run outta memory real quick and end up with a couple of street with about 20 buildings...and that is not a city...


Are you using your own engine? or using a 3rd party one like Unreal?.

Looks not bad though..be cool to see it textured and in game :)

K.

Edit: Just noticed..your top tension cables are not very...taught... they should be streight and not relaxed as they are...

AdamAtomic
07-25-2005, 07:57 PM
The only thing I would say is that cranes lift very heavy things, and need to have extremely solid foundations to avoid falling over. In your model it looks like they just sit on top of the building and would probably fall over. I would show the cranes going all the way through a building, perhaps using a lift shaft or atrium.

It's quite pedantic, but if you're going for realism.......

Otherwise it looks very good.

Cranes get most of their stability from the enormous and carefully controlled counterweight, not their foundation. A solid foundation helps of course, but it is mostly the counterweight. There is no way the cranes could function at all without them, regardless of foundation.

Snowjeti
07-25-2005, 08:56 PM
"I would suggest at least making some LOD2 (boxes)...and fabricating code for them, if your "Big future city" is made up of buildings that are 6k+ poly's per building your gonna run outta memory real quick and end up with a couple of street with about 20 buildings...and that is not a city...


Are you using your own engine? or using a 3rd party one like Unreal?. "

You are definitely right about the LOD, but it has to be done and this needs time and time is what we don't have at the moment. :-) But we set up a big test environment with about 700,000 Polys and that worked out quite well. Besides, this is a more highpoly building than most of the others are.
We will surely keep an eye on this problem.

We are using the open Source engine Nebula 2 which is developed by Radonlabs, who is working together with the Games-Academy.

"Just noticed..your top tension cables are not very...taught... they should be streight and not relaxed as they are..."
I will fix this.

By the way, I will think about giving a foundation to the cranes but at least it isn't that important.

Good criticism so far!! Go on! ;-) Textured version will be added tomorrow.

Bazooka Tooth
07-25-2005, 09:23 PM
You dont need 2 cranes there. They are way too close to each other. It doesnt appear that the small one can do a full rotation. By having 2 cranes there your are saying that they are in a rush to build it. However by placing the cranes within the structure you cannot procede building the interrior structure until the crane is removed... way too much thought put into a building for a video game. Oh yeah, I am stoked to hear that gravity doesnt exist in the future - "you are right with it, but this is future and I don't have to be that realistic". Lets see some textures.

Snowjeti
07-25-2005, 11:39 PM
The reason why I placed 2 cranes on the building also has to do with the gameplay. They will get physics so that you can bounce it with your taxi.

Snowjeti
07-27-2005, 01:30 PM
So here you get the textured version of the construction site. The ground where it is placed on is just a dummy I used for showing the shadow.

http://www.gwebspace.de/snowjeti/tex1.jpg
http://www.gwebspace.de/snowjeti/tex2.jpg
http://www.gwebspace.de/snowjeti/tex3.jpg
http://www.gwebspace.de/snowjeti/tex4.jpg

NeptuneImaging
07-27-2005, 02:45 PM
Hey, I love the shadows on this model :) They look extremely accurate for a game environment...also are you using some sort of diffuse glow in the renderer?

question in mind is does your open source engine support Bump Mapping...? I can imagine this open city with sickening detail...

Snowjeti
07-27-2005, 07:27 PM
Thanks. ;-) Yep we are using a diffuse glow. The engine can do bump mapping. It even can use parallax lightmapping etc...
But we have to be careful with that because it uses a lot of video memory. But there will be detailed objects with normal maps at exposed places like landingpads etc... ;-)

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