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berice
11-15-2005, 12:33 AM
Its been a while since my last post.
Heres a new environment I just started working on a few days back, about 7 hours for modeling and clean up, 20 or so for texturing.
Triangle Count = 10137
Texturing = Just texture maps with vert coloring. Most maps are 512x, street and brick wall are 256x
Ill update soon. Still need to add shadows to props, and dirty up the walls of the building.
http://www.brianerice.com/gas/erice_01.jpg
http://www.brianerice.com/gas/erice_02.jpg
http://www.brianerice.com/gas/erice_03.jpg
http://www.brianerice.com/gas/erice_04.jpg

berice
11-15-2005, 12:35 AM
Here are 4 more...

http://www.brianerice.com/gas/erice_05.jpg
http://www.brianerice.com/gas/erice_06.jpg
http://www.brianerice.com/gas/erice_07.jpg
http://www.brianerice.com/gas/erice_08.jpg

ChimpanG
11-15-2005, 12:36 AM
i think thats pretty damn solid man, good work.
my only critisism is that the light beam may be too high poly...

berice
11-15-2005, 12:36 AM
and...a few more...

http://www.brianerice.com/gas/erice_09.jpg
http://www.brianerice.com/gas/erice_10.jpg
http://www.brianerice.com/gas/erice_11.jpg
http://www.brianerice.com/gas/erice_12.jpg
http://www.brianerice.com/gas/erice_13.jpg
http://www.brianerice.com/gas/erice_14.jpg

berice
11-15-2005, 12:37 AM
yeah..i think so too, i can definetly reduce that. thanks

SpaceJesus
11-15-2005, 01:14 AM
I'm not sure if it can be done in max/maya but you could use a sprite for the light beams. Basically it's a plane which always faces the camera.

berice
11-15-2005, 01:27 AM
yeah, i think i can do that as a billboard sprite/poly plane, it should work, thanks, i actually didnt even think of that...But I just dont know how it would react when the camera translates in the y axis (maya) .

SpaceJesus
11-15-2005, 01:44 AM
yeah good point - that would just look jacked :S

It's a good way of optimizing if your camera is only going to be at ground level though.

Peter Hutton
11-15-2005, 11:27 AM
You can definately reduce to size of the WHOLE scene into max. 1500-2000 polys, without compromising any details, sure the modern engines can handle that amount of polys easily,
but it doesn´t mean that one´s got throw everything at it.

- Check your segmentation, it seems that there´s a lot of useless segments
- Add detail only where needed -> the Good Old Golden "less is more" rule :)
- Determine whick parts of the model are visible to the player, and delete the rest.
- Gas hoses would be alpha planes etc.
- And always use tileable textures where applicable.

Cheers Mate !!!

utchamp
11-15-2005, 03:47 PM
I love it :D

If you want to make it really run down you could have a corner of the roof above the pumps laying on the ground, gouges out of a pillar, broken bricks on the corner, the back of the building more beat up and a pump nozzle hanging down to the ground....

... just some ideas

berice
11-15-2005, 06:42 PM
You can definately reduce to size of the WHOLE scene into max. 1500-2000 polys, without compromising any details, sure the modern engines can handle that amount of polys easily,
but it doesn´t mean that one´s got throw everything at it.

- Check your segmentation, it seems that there´s a lot of useless segments
- Add detail only where needed -> the Good Old Golden "less is more" rule :)
- Determine whick parts of the model are visible to the player, and delete the rest.
- Gas hoses would be alpha planes etc.
- And always use tileable textures where applicable.

Cheers Mate !!!

Yeah, very true, thanks. Ill see what i can do in the scene.

berice
11-15-2005, 06:43 PM
I love it :D

If you want to make it really run down you could have a corner of the roof above the pumps laying on the ground, gouges out of a pillar, broken bricks on the corner, the back of the building more beat up and a pump nozzle hanging down to the ground....

... just some ideas

awesome thanks for the suggestions. I think ill go back and add spec and bump maps aswell, after i add some more detail & clean up.

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11-15-2005, 06:43 PM
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