View Full Version : GAC – Juggernaut Vehicle –Stefan Morrell
Stefan-Morrell 12-09-2005, 03:35 PM I'll be working on a hovercraft/prison ship design...or..hmm
..yet to work out the final level design so I've been working instead on a workflow for using normal mapping via Zmapper,these columns will easily be instanced around for quick detail..currently they are using a 512 map but might drop down to 256
6 tris & 2 instanced objects
this set will be a heavy mix of scifi & grunge :)
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip002.jpg
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Stefan-Morrell
12-09-2005, 03:36 PM
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip001.jpg
............
Stefan-Morrell
12-09-2005, 04:01 PM
heh .instance,rotate,instance,rotate :)
btw,I'm using 3dsmax8 for modelling & real time normal map viewing
Stefan-Morrell
12-10-2005, 01:06 PM
progress
started the main room which is a cellblock,each cell(bars,bunks,sinks etc) are instanced..scifi bits & pieces will be added to this room later
scene uses two 512x texture maps,the bars are using the texture from the floor ;)
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip004.jpg
Stefan-Morrell
12-10-2005, 01:07 PM
working on the overall layout ...
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip005.jpg
HellBoy
12-10-2005, 02:10 PM
ow my god
it reminds me of that really good sci fi prison film, I can't remember
Yeah great job so far :) I like how simple the textures are so far but works really well.
Stefan-Morrell
12-10-2005, 03:42 PM
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip006.jpg
total count so far is 9420 tris..2 thirds are instanced
Matellis
12-10-2005, 04:51 PM
hey this is looking sick!!! I like it a lot . cant wait to see more.
yeah I agree! Looking very much like stuff in halflife and other games out right now which is good!
Stefan-Morrell
12-11-2005, 12:20 PM
half life2 is an obvious influence for me:thumbsup:
here's some texture progress on the bunk beds..all the beds will be normal mapped with this ZBrush sculpt
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip007.jpg
Matellis
12-11-2005, 12:47 PM
looking really good man! Hey do you know any good tutorials on how to do the normal maping that I could go check out??
Stefan-Morrell
12-11-2005, 01:42 PM
Hi Matellis
for normal mapping I'm using the free Nvidia photoshop plugin or the zbrush plugin(ZMapper),presets were incuded so I'm using more or less default settings for 3dsmax
another method I've used on other projects was building a high res & projecting onto low res in Max
the easiest method I've found is generating a normal map from a height map using the photoshop plugin
here's a good thread here about normal maps:
http://forums.cgsociety.org/showthread.php?t=129627
& here's the plugin:
http://developer.nvidia.com/object/nv_texture_tools.html
does anyone know how to do volumetric lighting like they do in the source games?(is it vertex colour?or texture maps?)..I would love to get some volume lighting in the cell block
Stefan-Morrell
12-11-2005, 03:11 PM
started on the long hallway..working on some kind of tech objects to add to the walls..maybe scifi light fittings?:shrug:
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip008.jpg
Stefan-Morrell
12-11-2005, 03:25 PM
& an overall shot of everything so far
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip010.jpg
Cool
Have you made levels for games? I would honestly recommend for you to get UT2K4 and mess with unrealed a bit and import some stuff etc. Your art peices would go right in pretty much. The only thing you might be need to do is creat most of the rooms as a bsp.
Stefan-Morrell
12-11-2005, 04:04 PM
no,never worked in the games industry(allways open for offers though ;))..& this is my first model designed specifically lowpoly & as a game environment.in fact I'm not even much of a gamer(I can count on one hand all the games I've played this year,lol)
I have made lots of environments before though & by nature keep them low-poly,& have also read all the game design books so have a fair understanding of how to model for a game
"I would honestly recommend for you to get UT2K4 and mess with unrealed a bit and import some stuff"
I've never played unreal,counterstrike source gets all my attention lately,might look into it though..I opened the hammer editor once but have never looked into how to import my own models
update...another corridor render,texturing,lighting & modelling at the same time makes it all alot faster for me
gonna add some heavy scifi doors to this corridor..& possibly make it longer..but the poly count is still very low & lots of details can be added :)
Cheers
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip011.jpg
DevilHacker
12-11-2005, 05:15 PM
This is amazing
:eek:
Matellis
12-11-2005, 05:16 PM
your textures are great man!! I know one thing mine arnt going to come anywhere close to that!! damn
I was wondering if you bake your lights into your textures??
maje3d
12-11-2005, 08:20 PM
Wow Stefan, you're modeling and texturing look very nice and you've done an excellent job of polygon distribution. I'm really digging this environment.
Now that I've said that, the biggest crit I can think of is that this environment looks more like a building then a vehicle. I say this mainly because the textures have more of a stony, concrete look to them as opposed to a matte metal feel. Thinking of how vehicles are built, I think the "bump" value needs to be toned down somewhat.
Of course since this is still a WIP, I'll reserve final judgement until this is further along. I DO look forward to seeing what you have in store! :)
Stefan-Morrell
12-12-2005, 01:04 AM
cheers guys :)
A. Majewski..I agree completely about it looking too 'land-based',
this is a problem I hope to fix with the scifi details,I might need to move onto the exterior to get a better feel for the overall structure too,I'm thinking it's a vast slowly moving craft,(so big that concrete can easily be used without weight restrictions)
the 'pillar of autumn' exterior was made after all the interiors were done first so I'm in good company..haha
Matellis
as it's all tiled textures there's not really anywhere I can use baking at the moment
heres the 3 texture maps used in the hallways & cellblock,scaled down 50% for posting here
The lighting plays a huge part too..I'm using pools of coloured lights to guide the player through the level
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip012.jpg
Man you should really do a few levels... Get one of your fav engines... And at least do one level. That would be awesome for your port imo and you have a lot of things covered already which is really cool. I have seen your other works and all are great pieces. You would be a high asset as a level designer atm. I say this since I know for a fact that companies are looking for level designers not character designers. In most cases you will not be involved with level design but environment art which is pretty much the thing your doing atm. You are quick and have a clean style. Sorry for being excited but you should really think about it and test it out. Looking forward to more.
Seriously companies are starving and want level designers to feed the next gen need.
urgaffel
12-12-2005, 01:49 AM
Added my subscription to this, it's looking sweet :) Looking forward to seeing more of it!
and the winner of the Juggernaut Vehicle GAC is...
:thumbsup:
Stefan-Morrell
12-12-2005, 08:36 AM
Desp#2/Rog..hey thanks for the kind words :),The games industry is tough from what I've heard...(crunchtime comes to mind) but I would get a kick out of wandering around this environment inside an engine,I'd also have a better understanding on what works & doesnt for gameplay :) .it's one thing to make it look pretty but it has to play well too
zem..heh,I dont think there are any winnners or losers in these challenges..it's all for learning
here's more progress,this door I expect to instance over the whole set several times,not too happy with it's normal map though which really should have beeen generated from a high res mesh rather than from the diffuse texture, might dirty up the door some more..it's also a static door so can't be opened
I might also widen a section of that hallway so this door has more visual impact to the player
if you look hard enough you can see alot of parts in this doorway have been cut out of the column from the first post on the previous page
Cheers
Stefan
*still wondering how to go about volume lighting for a game engine,searched all over the net to find out how Valve are doing it,they seem to have particles floating around there volume lights too
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip013.jpg
MrCup
12-12-2005, 08:47 AM
Dude... duuuuuuuude. :buttrock:
orko60
12-12-2005, 10:41 AM
*still wondering how to go about volume lighting for a game engine,searched all over the net to find out how Valve are doing it,they seem to have particles floating around there volume lights too
http://www.hl2world.com/wiki/index.php/Spotlight_beam
Check this out, I think it might be what you're looking for. The particles, I think, are a func_dustmote, tied to a brush with nodraw on it. Check this thread...
http://www.hl2world.com/bbs/dust-tunnel-vt35705.html?highlight=light+particle
Level is looking good. I'd like to see what it looks like in Source, though, if you know how to use it. These are 3dmax renders atm, correct?
-Zack
I decided once I get to the textures ill use the UGAC thing also on my stuff :)
It looks like a real logo for a miltary scifi thing.
ChimpanG
12-12-2005, 11:28 AM
fantastic work man.
Stefan-Morrell
12-12-2005, 01:14 PM
quick update..have to put this model aside till the weekend
orko60..cheers man,that's exactly what I needed..
"I'd like to see what it looks like in Source, though, if you know how to use it"
me too :)..I have source but haven't ever put one of my own models in there,all renders are in Max,just using omnis & scanline
Desp#2/Rog..heh,it was bound to happen,btw some awesome work on your site,I remember the 1920 environment from seeing it here,are all the environments on your site for unreal?..& what kind of polycount goes into them
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip014.jpg
Stefan-Morrell
12-12-2005, 01:26 PM
& a close up..the corridor is now wider & longer
the vents on the walls are made from the floor tiles :)
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip015.jpg
orko60
12-12-2005, 08:15 PM
If I used Max, I would help you get it into Source, but I'm a Maya user. Actually, nothing that's in your level couldn't be done easily using bsp brushes in Hammer, and just use the textures that you have on there now. It would just be a huge pain in the butt, and it looks so beautiful as it is.
BTW, what's the game industry like there in NZ these days? I had inquired about 3 years ago at a bunch of different companies, and it was very much in its infancy. Just wondering if there's been any growth lately (I plan to move there one day).
-zAck
Stefan-Morrell
12-12-2005, 11:05 PM
I had a brief look at getting into source earlier & it doesnt look easy,from what I understand I need to be using XSI(free vesrsion)..so I convert the max files to xsi format then use xsi to get a file that source(hammer) can read
if time permits I'll have a go at it
also donwloading the 3dbuzz halflife videos to get a better understanding
"BTW, what's the game industry like there in NZ these days? I had inquired about 3 years ago at a bunch of different companies, and it was very much in its infancy"
honestly I wouldnt know,havent really paid much attention to our games industry..the film side of things is going strong though...not to mention lots of dancing cereal boxes in the advertisement industry :)
Cheers
photons
12-13-2005, 06:36 AM
hey man nice job and i like it...now i am new to the gaming can u please tell me how have u used u 4 available 1024 textures ....(rule book).....i ment how have u place ur textures .....tiles ...........i hop i am not confusing u ...
regards
Ankit( Photons )
Well, what can I say, it looks spectacular. One crit though. To me, the doors look slightly "cartoony", next to the boxes on the wall. I think you could benefit from fading the black lines in the door. As you are using great quality normal maps, I don't think that you have to color in cracks and lines that hard and dark.
If you compare the black lines around "Cellblock B" and the lines on the boxes, the lines on the boxes are fitting better into the image.
Still a great door, though:)
Stefan-Morrell
12-13-2005, 07:04 AM
good point on the black lines Zem..fortunately they are all in there own layer in photoshop so I might try fading them back a little,I agree they are too black.
the normal map wasn't what I was hoping for the with the doors,put it down to generating from the diffuse tex rather than any high-res mesh
photons...I'm breaking all the 1024's down to 512 & tilin them,can't see any need for a 1024 map on the interior..so four 512 maps combined would be one 1024(or four 256 maps would equal 512)
if you look at the floor you can see it's made in a gridlike fashion..each square gets a 'face' uv map & is assigned the texture..all the textures so far are tiled...the walls & ceiling all use this method
another method I'm using is called (I think) 'thirding'..or at least a variation of it,where I'm only using a portion of the texture map,the cell bars would be a good example as they are using the floor texture,but only the part with the white striped paint
ditto some of the parts around the doors which have been cut out of the scifi column thingies :)
I'm saving one 1024 for the exterior of the ship..with any luck the exterior will be the only part that needs unwrapping
Cheers
Stefan-Morrell
12-13-2005, 03:12 PM
managed to get some more done on this today :)
& made two new textures at 256x256
the small door uses the same texture from the earlier double doors..lots of instancing in this scene
Cheers
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip017.jpg
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip016.jpg
HellBoy
12-13-2005, 03:29 PM
aw my god :eek:
that is so awesome man, would love to play in that level, started to lay some texture on mine, and the outcome is terrible man, can I ask when you are tiling things and the you need a wall to have multi texture tiles, would you add a edge on that part?
well done, can't wait to see more dude
Stefan-Morrell
12-13-2005, 03:42 PM
I started with a single square polygon(plane) that had a face map & texture aplied.make sure it's at a decent size to carry a 512 map...then shift that poly around as an element(weld the verts afterwards),..when your tiling I think it's important to keep all polys the same size
so all the walls,floors & ceiling are all the same single poly I started with ..just cloned many,many times..
I guess if I were really smart all the polys that make up the walls & floors could be seperate elements & be an instance of the first poly,lol.
orko60
12-13-2005, 10:34 PM
Very interesting technique. I like it.
BTW, you don't have to have XSI to export to Source. There are tools for all of the major 3d programs.
Here's one guy's site. He has lots of useful stuff for mapping in HL2, including a 3dsmax exporter.
http://www.chaosincarnate.net/cannonfodder/cftools.php
Looking forward to seeing this completed! I'd love to play in it.
-KDX-
12-13-2005, 10:53 PM
other entries are in deep doodoo....superb work.
I got a more fantastical idea in mind, but the gritty realistic approach you are taking is crazy mad super nice and fly doooood.
lol...can't wait to see it all come together. This may have already been discussed, so pardon me if so but....what engine are you going to plop this into. I noticed some references to HL2...do they have a free level editor like UT does...and if so how can I land it???
-KDX-
DevilHacker
12-14-2005, 01:14 AM
WOW!
Your like an machine! Ya just keep on truckin'...
:applause:
Keep up the good work.
-Daren Loney
This may have already been discussed, so pardon me if so but....what engine are you going to plop this into. I noticed some references to HL2...do they have a free level editor like UT does...and if so how can I land it???
-KDX-If I remember correctly, it came with the game…
If your just looking for the source engine you might be able to download it online…
Since there is so much interest, I will ask around, and scrap up all the online tutorials online for everyone and post it in the main ‘rules’ thread tomorrow…
PS: The rules don’t require the contestant to export the level to an engine.
:thumbsup:
[EDIT] -for post below-
:)..I'm trying to get part of this model into source today. ..seems very complicated though
orko60 ...I'm using that guys tools & his tutsThe first link I can think of off the top of my head for Source Tutorials would be here (http://www.hl2world.com/wiki/index.php/Main_Page).
Stefan-Morrell
12-14-2005, 01:22 AM
hey thanks DevilHacker..I'll add any relevant links I've found
the Source engine can be downloaded for free at www.steampowered.com (http://www.steampowered.com/)
Download STEAM, make an account, go to "Play Games" and double click "SDK".
(a warning though,dealing with steam is a pain in the ass,especially if your on dialup..lol)
:)..I'm trying to get part of this model into source today. ..seems very complicated though
orko60 ...I'm using that guys tools & his tuts
do they have a free level editor like UT does
the source model editor is called 'Hammer',I'm pretty sure it'll come with the sdk,I got all the tools when I bought halflife2
Stefan-Morrell
12-14-2005, 02:53 AM
grr..messing around witrh cannonfodders StudioCompiler for Source & I keep getting a "too many indices in source' error
does that mean my paths are too long??
-KDX-
12-14-2005, 03:35 AM
2nd question...is that a real cat or is that madly photoshopped...???
-KDX-
Stefan-Morrell
12-14-2005, 03:39 AM
:)..he's real,currently sleeping ontop of the hard drive
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/Pets.jpg
btw,'indices' has nothing to do with path lengths,though I'm not really sure what it does mean..
getting something into source is a surefire way of going slightly insane :scream:
orko60
12-14-2005, 04:44 AM
I have no idea. Going to see King Kong at midnight now :)
Email Cannonfodder, I'm sure he will help you. All of those guys who make the tools have been very helpful to me!
-Zack
Stefan-Morrell
12-14-2005, 04:49 AM
I'm watching the premier red carpet stuff on the news now,might catch it over the weekend
I'll be posting in cannonfodders forum tonight..just need to work out what exactly I need to know/ask
Stefan-Morrell
12-14-2005, 02:53 PM
after looking into what it takes to get to this into the source engine I've learned it would basically need to be rebuilt inside the Hammer editor..some parts could be exported as 'props'(.smd files) to be imported to hammer..but the basic structure needs to be built from brushes..all the walls floors etc have to be created inside Hammer
everything in my max model is built to powers of two so at least I have an easy start
the unreal editor looks alot easier to use than Hammer..but I've never thought much of the gameplay of unreal(or what I've seen of it at least)..I like the realism of environments & gameplay that the source games offer
more model updates tomorrow
Auctane
12-14-2005, 04:27 PM
I totally agree with you about Unreal, UnrealEd is really easy which is why I use it. I wish there was a game out right now with Unreal 3 and the new edition of UnrealEd. I havent been able to use it because I bought it for Mac so I cant tell you how difficult or easy it is, but there is always the Doom 3. Also something else, I just downloaded the demo for Quest 3D (http://www.quest3d.com/).
Stefan-Morrell
12-15-2005, 12:16 AM
maybe this is why there's a lack of level designers,because we only have the level editors to build levels..& in hammers case it's very limited in what you can do
3dsmax has always been held up as the app to have if your into gaming graphics..but it can't even build a level?..I guess when they say 3dsmax is good for gaming they mean the game characters & not levels/maps
I watched a video for getting a prop into Doom3 & it seems straight forward,but again that's only a prop..it's pretty hard to build a level when half of it is being built in a level editor & the other half in Max
so far Unreal-ed is the most appealing of the editors..but again I'm not a fan of that kind of 'in ya face' gameplay so I'll have another go at Hammer
any other level editors out there I should be looking at??
grrr
lol
Cheers
Auctane
12-15-2005, 12:55 AM
If you dont like the game play of UT2004, check into Rainbow Six 3, it uses Unreal 2 and has a version of UnrealEd that uses a different map file format, RSM or something.
orko60
12-15-2005, 12:40 PM
maybe this is why there's a lack of level designers,because we only have the level editors to build levels..& in hammers case it's very limited in what you can do
3dsmax has always been held up as the app to have if your into gaming graphics..but it can't even build a level?..I guess when they say 3dsmax is good for gaming they mean the game characters & not levels/maps
I watched a video for getting a prop into Doom3 & it seems straight forward,but again that's only a prop..it's pretty hard to build a level when half of it is being built in a level editor & the other half in Max
so far Unreal-ed is the most appealing of the editors..but again I'm not a fan of that kind of 'in ya face' gameplay so I'll have another go at Hammer
any other level editors out there I should be looking at??
grrr
lol
Cheers
There is a program out there for Max, called Jamlander, that can make levels for Unreal (I think it was unreal) right in Max. As far as source goes, yeah, you just have to make your props in Max, and build the main geometry in Hammer. Most of the stuff I see in your level, though, is really basic, so it wouldn't be hard to do; it would just be a pain, 'caus eyou've already done it.
retardedmonkey
12-15-2005, 01:48 PM
Great stuff you have here man! I love the props at the start of the thread, they are amazing! One thing I would say you should do is have some of the cells opened so you can go inside of them, might just make it look a little more interesting in there. I feel really dumb asking this but I have never had anyreason to do it before. But how do you tile in max? I am guessing you do it like you would for the checker texture they have in there...just with your own. I tried making a quick little level and got stuck at that part because everything looked horrible, cuz i tried to UV map everything. Also does it matter how many times the texture is tiled? Because once the engine loads it once it should be fine right?
Anyway your level looks amazing keep it coming :)
Stefan-Morrell
12-15-2005, 02:53 PM
But how do you tile in max? I am guessing you do it like you would for the checker texture they have in there...just with your own. I tried making a quick little level and got stuck at that part because everything looked horrible, cuz i tried to UV map everything. Also does it matter how many times the texture is tiled? Because once the engine loads it once it should be fine right?
you can use the material editors to tile,& yes just like the checkerboard texture you can control the tiling..I've used face mapping for this which wouldnt offer the same kind of control,but I'm not sure a game engine would accept tiles as 3dsmax does them.
as long as each face is perfectly square when the uv's are applied it works fine,so rather than having to unwrap anything I model a gridlike mesh & apply a uv face map to the whole model..then I usually go through selecting faces & applying different 512 textures
does it matter how many times the texture is tiled
I dont think so,then again I've never sent anything to a game engine so I may be wrong,tiling is heavily used in games so I doubt there's any limits worth worrying about
Cheers
& some open cell doors,will do,I imagine in game there would be somekind of pickups or something in the cells..or maybe prisoners reaching out to passing players..heh
urgaffel
12-15-2005, 09:43 PM
I want more images! :)
Nighn
12-15-2005, 10:13 PM
I've just had a look at all this, and I must say.. awesome work!
But I'm just curious as to whether or not you'll be using specular mapping at all? Judging from what you've put up so far.. it doesn't seem like you will be. But I've been playing with specular mapping lately and found it's an extremely effective way of nudging up the detail even further..
In any case, good luck.
urgaffel
12-16-2005, 01:32 AM
Yes, you could use specular maps on the metal stuff, doesn't have to be highress either. At a project I worked on earlier we used specmaps that used half or less of the diffusemaps resolution and it works fine. And I say it again, I want more images :D
Stefan-Morrell
12-16-2005, 02:10 AM
more pics later tonight.I've been busy modelling(or trying to) a shipwreck for work
I'd never thought of using spec maps on the hard stuff,always regarded it as more for organic models
but as all my textures are 512x or 256x theres plenty of room for spec maps if needed,I'll look into it & see if it adds anything worthy
so far I'm using diffuse,alpha & normal maps
Cheers
urgaffel
12-16-2005, 03:02 AM
Well, if you have dirt on your stuff, adding a rough specular to whatever is shiny will help it tons. Also, like I said, it doesn't have to be highres, if the diffuse is 512x256, you can use 256x128 or even 128x64. Of course, the lower you go the less detail you get but still, the overall impression will be there and help make it look better.
Looking forward to the images :)
Stefan-Morrell
12-16-2005, 03:04 PM
update..& a new room,I'll be adding a hatch at one end that can lead to the exterior of the craft
everything in this pic is an instance of other parts of the model with the exception of the crates(yes,the obligatory crates,lol)
this room is lit by 4 lights,total polycount now after instancing is 23k..I need to get onto the exterior soon so I know whats left for the interior
*edit..floating crate has just been fixed
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip018.jpg
Stefan-Morrell
12-16-2005, 03:23 PM
another view
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip019.jpg
Matellis
12-16-2005, 03:36 PM
Man this is looking sexy! if you get it into unreal we all gotta have a death match :)
I think i might give up on my level , II am realizing I am biting off more than i can chew!! but i will keep trying :)
Eyemaze
12-16-2005, 03:46 PM
Awe inspiring
Stefan-Morrell
12-16-2005, 03:56 PM
keep at it Matellis,:)..tough time of year to be doing much of anything,think of it as an escape from the xmas rush
here's a run down on the crates..first image shows just the normal mapped low poly box(looks alot better using directx for the viewport,the realtime lighting feedback is awesome)the last image is the high res model,I baked the normal maps from that to the low poly box
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip020.jpg
Auctane
12-16-2005, 05:14 PM
Stefan, your killin it! That ray tracing is cheating like ****in crazy though! I better stop staring at the monitor and do something. Did you get something squared away for a game engine? If you can export to a LWO or into Maya, there are tools that you could use to just dump all this into Unreal as static mesh. Then if it doesnt match up with the rest, you could just use a teleporter or something to mask it the best you can. If you built it in the ^2 you should be golden!
urgaffel
12-16-2005, 05:43 PM
It's at times like this I really wish that max had parallax mapping... Those crates would look killer with it. And yes, the reflections are a tad on the strong side ;)
Okay, I can't resist a fanboy post any longer... It looks AMAZING!!! Great job!
There, got it out of my system. :D
HellBoy
12-16-2005, 06:34 PM
I am not happy, you're on your 5th page :cry:
that is so awesome, specially the props
I love that secret passage idea, well done :thumbsup:
DevilHacker
12-16-2005, 06:51 PM
Awesome looking screens.
You’re giving everyone a run for the money. Which is outstanding! (plan on starting mine tomorrow.)
I am really liking all the UGAC logos. Adds a nice touch…
Also, I noticed that you have a secret passage. Very cool idea. I didn’t even think about that.
:thumbsup:
Keep up the good work, as always I look forward to your next update.
-Daren Loney
Man, that looks sweet!
Love the lights. Normal maps look good too. The reflection on the floor could be more suttle.
Keep it up.
SHEPEIRO
12-20-2005, 01:12 PM
hey everythings looking sweet so far, only one niggle, plenty of wasted space around that crate texture, put one of the ends on the otherside, and scale up, or if you dont want to redraw, then wack another small prop, in the space left, a crow bar, or wrench or both could be slotted down the sides.
Stefan-Morrell
12-20-2005, 01:45 PM
Shepeiro,good point about the left over space on the texture map,I'll probably put some of the smaller props for the cells on it.
in a nod to shawshank redemption I'll have a poster on one of the cell walls with a hidden tunnel.
haven't had much time for this the last couple days ,hopefully next week there will be more updates :)
Cheers
Stefan
*hypnotised by Shepeiros avatar
CG-Gordon
12-22-2005, 08:33 AM
Beautiful work so far this is looking great. Max can support parallax mapping urgaffel, check out Ben Clowards shaders on his website (http://www.monitorstudios.com/bcloward/resources_shaders.html). In particular the offset mapping shader.
ninjacore
12-23-2005, 03:52 PM
out of curiosity. how many polys is your "hi poly" crate?
looking at the transition from the hi poly version to the normal mapped, it looks inverted. was this intential. ?
Stefan-Morrell
12-24-2005, 07:41 AM
out of curiosity. how many polys is your "hi poly" crate?
looking at the transition from the hi poly version to the normal mapped, it looks inverted. was this intential. ?
the hi-poly is about 2k..so,calling it hi-poly is a bit of a stretch,but that's what that normal map was generated from
I'm not sure if it's inverted,I certainly agree in that pic it does look inverted but when viewing in directx mode & draging lights around it looked fine...if they are inverted,how would I go aout fixing them?..& what would cause them to be inverted in the first place?
I've grabbed some of the parallax shaders linked by CG_Gordon & hope to look into them some more after the weekend,also grabbed a plugin to make height map from normal maps so I can get more detail working in these crates
Cheers
happy holidays!
Stefan-Morrell
12-24-2005, 07:44 AM
the hi-poly is about 2k..so I guess calling it hi-poly is a bit of a stretch,but that's what that normal map was generated from
I'm not sure if it's inverted,I certainly agree in that pic it does look inverted but when viewing in directx mode & dragging lights around it looked fine...if they are inverted,how would I go about fixing them?..& what would cause them to be inverted in the first place?
ths is my first real forray into normal mapping so I'm bound to be making mistakes here & there :)
I've grabbed some of the parallax shaders linked by CG_Gordon & hope to look into them some more after the weekend,also grabbed a plugin to make height map from normal maps so I can get more detail working in these crates
Cheers
happy holidays!
*edit,just got the strangest error when editing this post:
The message you have entered is too short. Please lengthen your message to at least 10 characters
Stefan-Morrell
12-30-2005, 02:09 AM
Beautiful work so far this is looking great. Max can support parallax mapping urgaffel, check out Ben Clowards shaders on his website (http://www.monitorstudios.com/bcloward/resources_shaders.html). In particular the offset mapping shader.
I looked into these shaders & it turns out my video card isn't up to scratch...it only works with Radeon 9700 & higher..I'm using a Radeon 9600 :(
ChimpanG
12-30-2005, 02:09 PM
erm not sure if you have some filler edition or something but I run a 9600XT 256mb and it can handle shaders perfectly. only thing that can handle more is the newer pixelshader 3 cards but only one or two games even use shader 3 and even then it isnt much more.
ChimpanG
12-30-2005, 02:28 PM
sorry for double post (edit wasnt there :|)
http://img.photobucket.com/albums/v110/ghlpics/nmon9600.jpg
looks a bit bad because i resized for forum (was like 1280 pixels wide)
thats running on a 9600xt 256.
Stefan-Morrell
01-01-2006, 12:59 AM
GLandolina..I got it working:)..& damn that looks so cool,it's a great thing for game developers to see shaders live in action like that
http://forums.cgsociety.org/showthread.php?t=244102&highlight=hlsl
I've been using the shaders offered in tha above thread,however I'm still having a bitch of a time making my own..
more updates coming this week..got to get the exterior done
happy new year!
Stefan
ninjacore
01-02-2006, 02:28 PM
the hi-poly is about 2k..so,calling it hi-poly is a bit of a stretch,but that's what that normal map was generated from
I'm not sure if it's inverted,I certainly agree in that pic it does look inverted but when viewing in directx mode & draging lights around it looked fine...if they are inverted,how would I go aout fixing them?..& what would cause them to be inverted in the first place?
if it looks fine in max then i guess leave it. i'm not sure of the process of creating the normal from a hi poly object. i usually hand paint ( greyscale, white is high, black is low) my Nmaps and then use the Nvidea Photoshop filter to convert. when i'm doing this i have an option to invert the X or Y access. i have to invert one of them to make the Nmap work properly. i didnt know if this may have happened to your crates. also depends if your going to put this stuff into an engine.
anyway your stuff is looking good. keep it up.
onelung
01-10-2006, 10:27 PM
lookin wicked
-schu
DevilHacker
01-15-2006, 06:57 PM
One more day. How close are you to finishing? Any likelihood of it? You have an miraculous entry here and it would be a shame if you could not post it. I know I should be the last one to give a small suggestion, but if I were to give one, it would be to keep the outside respectful to the ‘KISS’ theory. (Keep It Superbly Simple) and post your entry.
You have a little over 24 hours. I hope to see you post.
:thumbsup:
Have a great day,
-Daren Loney
Valandar
01-16-2006, 04:16 AM
You can do it if anyone can, Stephan. I know your work, and I really like this model, too...
Stefan-Morrell
01-16-2006, 04:21 AM
lol..
I'm goin hard Val. :) .just texturing the exterior pf the ship now & I should have all the images finalised soon..the exterior turned into a bit of a speed model...& definitely in keeping with Devilhackers suggestion of KISS :)
Cheers
DevilHacker
01-16-2006, 04:38 AM
lol..
I'm goin hard Val. :) .just texturing the exterior pf the ship now & I should have all the images finalised soon..the exterior turned into a bit of a speed model...& definitely in keeping with Devilhackers suggestion of KISS :)
CheersWOW.
You have no idea how much that reply made my day.
You and Rogelio are the definition of speed modelers.
:thumbsup:
I am so excited, I can not express it.
Keep up the good work. I am defiantly looking forward to seeing the end result.
can not wait to see the outside :)
And thanks DH for the nice comment
Stefan-Morrell
01-16-2006, 10:48 AM
all done :thumbsup:
the exterior ended up being very simple..but stilll in keeping with the overall shape & look & feel I was looking for.
I'm uploading some final pics to the suibmission thread
btw,everything may be displayed as quads but I am counting the tris
Cheers for all the comments & support :)
Stefan
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip021.jpg
Stefan-Morrell
01-16-2006, 11:56 AM
http://home.xtra.co.nz/hosts/polycount3d/CGTalk/UGACWip021Final4.jpg
& one last beauty shot
Top notch from start to finish. Glad to see that you did finish. I was hoping you would, as I think it's a winner.:thumbsup:
DevilHacker
01-16-2006, 06:57 PM
WOW.
Amazing work. Glad to see you finish.
The Beauty shot looks top notch.
:thumbsup:
yeah cool work! I like the beauty shot.
Makes me wish I did one lol.
Enki[Mute]
01-30-2006, 10:47 AM
Hey Stefan,
As usual you've managed to produce a real beauty .. I am a huge fan of all your
techno-work .. (daz3d etc ..) .. would love to convert this to a real first-person
walkaround for you ..
keep it up .. u rule.
grtz,
e.
freeschwag
02-10-2006, 08:39 PM
Hi Stefan,
Good Job! ... definitely some nice work you have done.
Don't know if you've thought of this, but Right Hemisphere's
Deep Creator can take a .max file directly into it's engine.
(i've only had success with version 6 max files and their com plug, but
on their forums others have succeeded with 7 and maybe even 8)
You might want to download their trial soft and see how your max file
performs.
:)
Stefan-Morrell
02-11-2006, 01:49 AM
hey thanks freeschwag,I've never heard of deep creator but will look into it,I bought deep exploration last year but havent really found a use for it yet,
though at USD$249 it's a bit more than I want to spend,especially if I can do it manualy(& probably learn alot more in the process)
Enki[Mute].I sent the files off to someone a couple weeks ago who plans on mocking it up into a level for me(source)..havent heard back from them but fingers crossed I'll get to wander through it inside an engine :)
thanks again for the support,I had fiun working on this one
Cheers
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