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jilted_mt
10-29-2005, 07:28 PM
Model is for a BF Mod, www.pointofexistence.com
5440 polys. Intended as a static aa placement (the two hexagon pads will have static aa)
Will sit on an 'island' in the middle of a river (also middle of the map)

initial renders:
http://204.11.239.71/jilted/centerflag3.jpg
http://204.11.239.71/jilted/centerflag4.jpg
http://204.11.239.71/jilted/centerflag5.jpg

wireframe:
http://204.11.239.71/jilted/centerflag_wire.jpg

after some feedback from the mapper:
http://204.11.239.71/jilted/centerflag6.jpg

HellBoy
10-29-2005, 08:00 PM
that is sooo awesome m8, very original too, I love it, ones you texture it, then thats it m8, you have a EA standerd skill

well done

SpaceJesus
10-29-2005, 08:43 PM
you have a EA standerd skill

well done

But then again - that doesn't really say very much does it ;)

HellBoy
10-29-2005, 10:16 PM
I meant you'll, my bad

blz
10-29-2005, 11:16 PM
quite nice :)
keep going

ChimpanG
10-30-2005, 12:57 AM
Thats fantastic, well done mate!
I'd love to see it textured, infact I'd love to texture it myself.

jilted_mt
10-30-2005, 06:19 AM
Thanks for the nice comments. I would prefer I didnt have to texture this thing... BF2 is quite a chore to texture for...

I exported the static for the mapper to place and give feedback on. We decided to add another tower and ajust a couple small details, but overall scale seemed right. Here is the adjusted model. Also managed to keep my polycount down pretty well (considering the size of the object), now sitting at 5893 for the visible mesh:

http://204.11.239.71/jilted/centerflag7.jpg

BF2 uses 4 layers for its texture system. Finished the low res color layer. It will also get a detail layer (with normal map), a dirt layer and a crack/decal layer (also with normal map). This shot shows the color layer and the 3 collision meshes (first is bullet collision - 3961, second player collison - 2626, third vehicle collision - 242). I am pretty bad at this part.. its basically building new models over again. Glad I chose a big chunk of concrete, should make the texturing pretty easy ;)

http://204.11.239.71/jilted/centerflag_col.jpg

cay030
10-30-2005, 04:06 PM
jilted_mt,

Is that what it takes to get a MOD into BF2, your right that is alot of work or is that because of 3dmax or is doing it in Maya the same process. Just curious. Great work so far, i would love to play this now, remindes me of something like from Counter Strike. Looks good , keep up the updates.

Chris Youngblood

P.S. When you get it up in the game, let me know i would love to play this MOD.

jilted_mt
10-30-2005, 05:09 PM
Yes, this is the workflow for the game (unfortunatly). I dont think that there are signifigant differences between maya and max for development. I know there are more native tools for maya development, but the community is mostly max users so it balances out.

I have finished the color layer (shown above) and am starting on the detail layer. The detail layer is a additive texture (pretty similar to additive layers in photoshop) and a normal map. I am using a two 400x256 strips for the detail layer on the outside walls. This layer must be applied 1 pixel to 1 centimeter for directx to do its optimization trick. In max this means i am planer mapping the texture and manipulating the gizmo. The 400x256 is determined by texture space, we are using 2048x256 common texture sheets. Using a 400 pixel measurement (400 pixels = 4 meters) we can get 5 detail strips per sheet.

Shot in max (you can see where the detail has been applied and other places where just the color is applied):
http://204.11.239.71/jilted/centerflag_det.jpg

Here is the same shot ingame, starting to get a little character
http://204.11.239.71/jilted/screen001.jpg

still a lot of work, after i finish the detail texturing (~6000 faces to map...) i will start on the dirt layer and crack layer. These will help break up the tiling and give it a little more custom look.

Duke of Holland
10-31-2005, 12:15 PM
Nice one Jilted, the main difference between Maya and 3DS is in the texturing bit. Have fun with the rest of the layers :scream:

-edit- Had a good look at your collision meshes, I think you could lower the polycount a little more on the stairs at the projectile mesh. Make the stairs as the second and third collision mesh. It maybe not much, but every polygon less is better.

jilted_mt
10-31-2005, 05:23 PM
Cool, will do. Never sure where to draw the line with projectile collisions. Nice to 'see' where you are shooting at, but something that minor shouldnt effect gun battles or anything (although I do a lot of shooting at peoples feet).

Duke of Holland
10-31-2005, 05:55 PM
I think for a simple stair it shouldnt be a real problem, besides, people will not notice it :D

jilted_mt
11-19-2005, 04:41 AM
The finished ingame version of this model can be seen in the last clip in this movie, plus a lot of other environment models I have done for this modification (not to mention the beatiful maps, amazing vehicle models, and great movie work):
http://www.pointofexistence.com/newsimages/Teasers/PoE2_Teaser02.zip

Duke of Holland
11-19-2005, 12:47 PM
Very nice trailer, well done. :thumbsup:

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