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finchy
01-10-2006, 08:56 PM
Hello there,

This is my next project, It's a Underground (Subway) station. Not quite sure which design to go on yet? maybe London or New York but will probably end up a mix of both. I have uploaded the Concepts I have made (just quick sketches). Some of you may have seen my last project WIP: Level Environment (The Island) heres a link :
http://forums.cgsociety.org/showthread.php?p=2929708#post2929708

Well here are the concepts, Hope this projects is as enjoyable as the last but at least it's not on the same scale!!! :) Comments welcome as always.
Finchy :)

http://img25.imageshack.us/img25/6455/concept15go.jpg (http://imageshack.us)

http://img25.imageshack.us/img25/4100/concept20cz.jpg (http://imageshack.us)

http://img6.imageshack.us/img6/3288/concept3b2fx.jpg (http://imageshack.us)

GLandolina
01-11-2006, 02:18 AM
loved your last, cant wait for this :)

Psionic Design
01-11-2006, 05:57 AM
Should be interesting, looks like you've already put a lot of thought into it so far...

SHEPEIRO
01-11-2006, 03:10 PM
just cut and pasted this from your island page incase you didnt see it.

........ yeah id say keep it small, go to one of the smaller stations in london,( i tnink Elephant and Castle would be good as its connected to surface with lift+ small, one line if memorys correct) get loads of refs, and make,

would be damn scary to be locked in their at night.:eek:

i think high res, ultra realism, small scene would be a good compliment to your portfolio

finchy
01-23-2006, 01:07 AM
Hello there,
Well I have started the 3D work now on this project. As you can see from these renders I have just done the Layout to make sure everything fits in it's place. Also you can see I'm using a 6ft Biped as a refrence point to get my scaling right on my object those of you who watched my last project "The Island" Scaling was a problem I had with textures and object, I managed to hide it quite well but this time I'm doing it properly. I have started to flesh out the layout scene now with doors windows and stairs e.c.t

I was going to use light tracer to illuminate the scene and then bake the lighting on to the texture, but i have just tested it and all i get is black renders, because the scene is an indoor scene the lightracer is rendering everything in shadows... when i zoom outside the scene it is rendered correctly. Does anyone know how to fix it so the light tracer processes the inside of the building? Thanks.

Comments welcome on the renders as always!
Finchy:)

http://img294.imageshack.us/img294/2774/render28nx.jpg

http://img82.imageshack.us/img82/635/render16jo.jpg

urgaffel
01-23-2006, 01:15 PM
I have two suggestions!

One, create everything using real world measurements. In other words, your doorway would be 2.5-3m/8-10' tall etc etc. It will help you a lot in the long run. And it will help when getting the size of bricks etc right, you can use geometry as guides (create a 10cm/3" by 20-25cm/7-9" box and you have a brick kind of :))

Two, use the radiosity engine instead :) The problem with the radiosity engine is that it can be a bit fiddly (but if you use real world measurements you'll be halfway to a fiddle free solution), you can get great results in short times and you can edit those results with the built in light-painting tools. And you can also fly around in your solution and look at it from any angle which is always nifty :D Also, once the calculation is done, you don't have to re-calculate it for every render you do, you can re-use it any number of times. For example, for this scene (http://www.urgaffel.com/ichian/bath-0014.jpg), I had the sunlight multiplier set to 3 for the radiosity solution and then turned it down to 1,5 for the render :) You also have the logarithmic exposure control which helps a lot.

Good luck!

ill_logic
01-23-2006, 03:34 PM
looking nice thus far. in case you're looking for reference, if you're familiar with the def jam vendetta games, 2: fight for ny has a stage in a subway station. really nice design, great reference for you, & hell, the whole point of the level is to try & throw your opponent in front of an express subway car.

so that's fun.

-J

retardedmonkey
01-23-2006, 07:37 PM
Im looking forward to more updates from you...I was amazed with your previous work so I cant wait :D What are those green things on the back wall?

That radiosity engine...it comes with max? Because that seems like a very interesting way to go with...and I am looking to make a level soon so I wanna figure it out :D

urgaffel
01-23-2006, 08:07 PM
Yep, it comes with max. Only problem is that it's kind of resource heavy since it subdivides your scene (you can control how fine the subdivision will be on a global and object specific basis, and max 8 comes with adaptive subdivisions) to create the lighting. One of the scenes (interior architectural stuff) was 3 million polys after calculation :D

finchy
01-23-2006, 08:43 PM
Thanks For the comments, thanks also urgaffel for keeping in contact with my work it was a good help in the last project!

Anyways, I will have a look at using radiosity, tried it before but never got the hang of it, so about time i learned.

Like I said this is just a layout model that's starting to be fleshed out so the green boxes will aventualy be seats and the blue box in the shadows will be a coke machine, also going to put in a couple pay phones adverts maps timetables litter etc... Should have some more updates tomorrow hopfully.
Finchy:)

carakong
01-24-2006, 05:01 AM
oxford circus station is quite cool at the moment, the roofs of the tunnels have been stripped and their really bare, it looks really nice, dark and rundown, or for the smart posh look westminster station is sweet, and bank station is a nice maze

finchy
01-25-2006, 12:15 AM
Hello,
Here are todays updates, I have experimented with radiosity a little just to get a feel for what it's like, This is the first time I'v had to do an indoor scene so getting used to a new setup of lighting will be fun to learn! well what's new in these images is I have modeled doors, frames, Advert frames, Seats and also tv monitors so the train drivers can look at the doors. I think the scene is starting to take shape pleased with it so far. But as always in low poly modeling the quality is in the textures! I'm looking forward to doing the textures. Also I have decided to add toilet areas to the scene, so you will be able to go through the doors in to the male and female toilets. I felt the scene was a little small so added this to make it more complex. Can't decide wether to make the tunnel or paint it onto the wall? what do you think will be best? Comments welcome as always.
Finchy:)


http://img67.imageshack.us/img67/1116/render33xi.jpg (http://imageshack.us)

http://img67.imageshack.us/img67/1302/render42tu.jpg (http://imageshack.us)

http://img67.imageshack.us/img67/5705/render50ef.jpg (http://imageshack.us)

retardedmonkey
01-25-2006, 12:26 AM
Nice! The radiosity looks nice there :D But for the tunnel...I think you should it in. Of course I am not sure how much you have to work with, but if your not pressed as far as tris go then I would say m0del it in. Will just look alot better in my opinion than if you textured it in....and also you could actually have a tram come by or something every so often. Keep the updates coming!

carakong
01-25-2006, 03:06 AM
I couldn't agree more, throw more polys at that tunnel, they're crying for it

finchy
01-25-2006, 10:47 PM
Howdy,
Tonight I have mostly been doing... Objects:) ok, I have modeled fire extinguishers, Vending machines, Security cameras, signs, clock, air conditioning, Also I have modeled tracks and the tunnel. I decided to model the tunnel because it would give best realism than a textured tunnel. This project seems to be coming along nice and smoothly. Can't wait to start the textures. Comments welcome on the new updates.
Finchy:)

http://img101.imageshack.us/img101/8886/render65ab.jpg (http://imageshack.us)

http://img101.imageshack.us/img101/8441/render74lv.jpg (http://imageshack.us)

http://img99.imageshack.us/img99/3028/render89kq.jpg (http://imageshack.us)

urgaffel
01-25-2006, 10:59 PM
Excellent :) Add some of those rectangular thingies that tracks are "nailed" to!

And have a look at my thread http://forums.cgsociety.org/showthread.php?t=312911 ;)

finchy
01-30-2006, 04:57 PM
Hello there,

Here's a quick update to my work, These are just wire frames atm, I'm currently doing a new light setup so I can show the new stuff later. Whats new is i have modeled the toilets Male and Female almost finished and the Ticket/Information office. I have also put light fixtures in everywhere. You probably won't see much from these renders but I'll post fully lit ones later on tonight. comments welcome.
Finch:)

http://img227.imageshack.us/img227/5734/render93ym.jpg

http://img223.imageshack.us/img223/4245/render101mz.jpg

finchy
01-30-2006, 07:43 PM
Ok, here are some of the renders of the updates,
Not to exciting toilets havn't got alot to them. The modeling is coming to an end now, got a lighting setup I like. quite a basic scene so it will depend on the textures if the scene is any good! I'm happy the way the scenes gone so far. comments welcome.
Finchy:)


http://img491.imageshack.us/img491/8227/render147uh.jpg (http://imageshack.us)

http://img491.imageshack.us/img491/8830/render176sz.jpg (http://imageshack.us)

http://img222.imageshack.us/img222/7108/render183gn.jpg (http://imageshack.us)

retardedmonkey
01-30-2006, 07:48 PM
Looking good! Looks much better with the tunnel m0deled in there. The toilet seats look a little high....like the bowl itself seems to big. I like the phones...they look real good.

finchy
01-30-2006, 10:52 PM
First Texture :)

Here is my first texture of my scene, I have chosen the objects I was looking forward to doing most, the vending machines. Here is the Coke and Snack Machine, They were textured on a 256* map and same bump map. I'm happy with the look of the texrtures what I want to do now is make the front panel of the coke machine give off light (glow) any ideas on how to do this? thanks,
Finchy :)

http://img376.imageshack.us/img376/8615/render197yx.jpg (http://imageshack.us)

http://img376.imageshack.us/img376/7025/render207tn.jpg (http://imageshack.us)

urgaffel
01-31-2006, 09:58 AM
Not sure how you'd do it in the viewport, otherwise you can just use a material id and then use a lens effect glow. Lighting is not that interesting yet though... You could work on that some more. For example, bathrooms usually have flourescent lights which would be harsh blue-white light and then use some different colours for the train station. Place a red and/or a blue light inside the vending machine to simulate the light from that etc etc Lastly, I hope you used a 128x256 for the machine and not a 256x256 ;) Even better would be 256x512 but that might be a little too high.

HellBoy
01-31-2006, 12:17 PM
wow, its comming along, sort of reminds me of the vehicle challange that I did earlier, but yours is much better, also are you taking ideas from Max Payne 1, the underground missions, they looks so similar


keep it up

finchy
01-31-2006, 12:46 PM
Thanks for comments,
No i'm not using any other game as refrence for this project, it's all coming from me, any resemblance is a coincidence!

ermm... I'm not a big texture person in games work... not really upto scratch on what size maps to use for each object. I did use a 256 * 256 map... was this bad? why? any info on this I would appretiate! something I always get stuck on.

yeah the lighting is far from complete, It was still being tested, good idea about the bllue flurecent lights in the toilets! forgot about them.

Finchy:)

finchy
01-31-2006, 11:42 PM
More Updates,
I'v now textured the fire safty things, camera, and some posters. I'm really enjoying the texturing of this scene. comments welcome!
Finchy:)

http://img381.imageshack.us/img381/5356/render218qk.jpg (http://imageshack.us)

http://img354.imageshack.us/img354/3861/render220jw.jpg (http://imageshack.us)

finchy
02-01-2006, 09:27 PM
Update Time:)
Thought I'd show off some of the objects I'v been doing. I'm realy enjoying texturing this scene. Especialy the telephone! The Camera and clock was good to do to. I'm working on all the objects first then moving onto walls. The toilets I'm going to leave til last after I have finished the main station. thanks,
FInchy:)


http://img453.imageshack.us/img453/8159/models6fq.jpg (http://imageshack.us)

retardedmonkey
02-01-2006, 09:57 PM
Looking good as usual. I hesistate to say this because I dont know if your done yet....but the phone is just real plain. And it looks like there is distortion, on the buttons, not sure if that is the m0deling or unwrap that is doing that. Actually looking at it now, the clock kind of seems plain too.

urgaffel
02-02-2006, 09:04 AM
Have to agree with the monkey. They do look plain, and your lighting isn't helping. Just do screencaptures from max until you have proper lighting setup because now it's pretty dark and yellow-tinted. As for the textures, you can use twice the resolution for the props, they look a bit blurry now.

One tip: when you want to render realtime scenes, turn off bluring in the bitmaps. It's in the coordinates rollout at the bottom right. You can also turn off filtering or turn it to summed area instead of pyramidal, could sharpen them up and give them more of a game feel.

It's not that it's a bad job, it's just not very interesting. You could add scratches, graffitti etc to make it look more interesting. And use higher res textures ;)

finchy
02-04-2006, 12:10 AM
Updates:
Tonight I have been experimenting a little... I'm really liking the lights, I used a effects glow and works fine I think. I'm also testing the textures on the tunnel wall, I like the pattern but needs tidying up a bit. The whole track area has been textured to.
Comments welcome.
Finchy:)

http://img326.imageshack.us/img326/3301/render243pg.jpg (http://imageshack.us)

[/url][url="http://imageshack.us"]http://img429.imageshack.us/img429/2944/render258gy.jpg (http://imageshack.us)

GLandolina
02-04-2006, 01:41 AM
looking good:D
only thing i'd change is the sin city poster, i'd personally make a joke version of it with you as the char or something. i usually steer clear of copyrighted stuff.
then again i have a poster for a band in one of recent peices:P

carakong
02-04-2006, 06:23 AM
Yeh I'd have to agree since it's copyrighted and stuff, but it looks so cool, maybe make your own image but mimick the style or something, it reallly blends in with the image

finchy
02-04-2006, 04:41 PM
Howdy,
Ok I'v changed the posters because your right about copyright stuff but I'm sure you can use things like that in your showreel as long as it's for personal use and your not selling it (i think) but to be on safe side i'v made a few changes I'v added a pic of me:) just my head.. hehe, also there seems to be ipod adverts everywhere so had to put one in with a minor change of course:) I really like the lights i hope they stay as bright when i'v textured the ceiling...
Finchy:)


http://img148.imageshack.us/img148/6413/render266jv.jpg (http://imageshack.us)

http://img148.imageshack.us/img148/4346/render279bp.jpg (http://imageshack.us)

GLandolina
02-04-2006, 04:56 PM
loving it :D

carakong
02-05-2006, 01:24 PM
looks stupendous, can't wait to see it finished

finchy
02-06-2006, 12:32 PM
Thanks guys,
seems my work is again inspiring other peope to do the same:) Thanks for reply more updates soon.
Finchy:)

WAcky
02-06-2006, 12:40 PM
looks awesome. I really dig work like this. It really reminds me of deus-ex2 crossed with max payne.

And you get extra stars for the ICod advert. hahaha gold.

I think the coke machine needs to be a bit taller tho. That coke on the front of it is a pygme bottle :P

keep it up! lookin great :D

SHEPEIRO
02-06-2006, 04:58 PM
ha ha Icod, i want one, but is it water proof.

its looking good so far, if a little dark, give it a bit of ambient.

carlsden
02-06-2006, 06:31 PM
I'm really lovin this. the lighting and everythins great............

finchy
02-07-2006, 12:15 AM
Hello there,
Ok, i'v done the ceiling, floor and testing the pilla's now. I like the mind the gap step think it turned out rather well. I'm testing the colour scheme in the pilla's I 50/50 atm... I like the tiles but the colours i'm still thinking about.
I see I got 4 stars thanks for voting on my project! glad to see you think it's going so well.. oh just noticed it's droped to 3 stars...:( oh well still gonna keep at it :)
I'm saving the big job till last (surrounding wall) I'v got a good patern idea for it going to have fun texturing it! Forgot about the toilets... hmm should be fun making the stains:) hehe..
As always comments welcome, and votes too.. lets get that back up to 4* !!!
Finchy:)

http://img58.imageshack.us/img58/327/render283yh.jpg (http://imageshack.us)

http://img215.imageshack.us/img215/1226/render291ma.jpg (http://imageshack.us)

urgaffel
02-07-2006, 10:02 AM
I'd spend some more polys on the curved wall and maybe on the pillars. Definitely the curved wall though, you need at least twice as many segments. It looks kinda iffy. Other than that, it's coming together nicely, pretty gritty feeling :) Could you show a screenshot from inside max? The textures feel a bit blurry, but maybe that's the render.

One last thing, the door frames seem to go out pretty far. They are usually just an inch wide, if that. I mean the thickness.

erik2003
02-08-2006, 07:59 AM
Looks like the Matrix 2

The stairs are a bit steep imo. Watch the size of the tiles - they are scale reference too!

urgaffel
02-08-2006, 09:27 AM
Speaking of the tiles, they would probably be square tiles rotated 45 degrees instead of these slightly squashed diamond shaped tiles. Other than that, keep at it.

ninjacore
02-08-2006, 09:52 AM
I'm not a big texture person in games work... not really upto scratch on what size maps to use for each object. I did use a 256 * 256 map... was this bad? why? any info on this I would appretiate! something I always get stuck on.

texture size depends on object, its use, and what format the game is in. (FPS, 3rd person etc..)

i found your vending machines helishly low rez. you were on the right track for using a 256x256 though. i hope you didnt unwrap each side independendly!?!. you should have texture split into 2 sides. 1 half for the front of the machine, and the other half, just plain dirty back to put your sides and top polys on. witha 256x256, it should look better than what you have.
but depending on what this was for, say a FPS, you' could get away with using a 512x512!

http://www.fresh99.com/images/halflife/2b.jpg
http://www.fresh99.com/images/halflife/1g.jpg

you can see in that shot of HL2, the vending machine looks much higher in rez to yours. also be aware of using real life product logos. you'd be better off making up your own juice make. more fun too!

also you have some brutal jaggy edges in your toilets, fire extinguisher and bucket. try and add just a few more edges in thier. go for 8 sides at least. also your Tunnel too! and maybe pump the scale down on those floor tiles.

GLandolina
02-08-2006, 02:17 PM
i'd agree with ninjacore, can i also say your vending machine looks a bit stretched horizontally.
anyway i personally would go for a 512 and aim high, it can always be resized down anyway for LOD

finchy
02-08-2006, 05:47 PM
Thanks for all the tips! a lot to take on there... a lot of going back and adjusting to do!

The floor tiles are wierd... they are perfect squares angled 45' but still looked strecthed so maybe its a UV prob'
The vending machine is bugging me to... your right about the res'
I'v added more poly's to the tunnel wall. I'll upload a UV Map of the vending machine so you can see how i'v arranged the UV's.
A problem I have come across last night was the tiles for the roof and floor, to try and get rid of the bluring effect I took of bluring and changed the filtering on the bitmap materials so they are now sharp, but when they render they look antialiasing is switched off i'v uploaded a pic of what i mean:

http://img436.imageshack.us/img436/3962/render291tf.jpg (http://imageshack.us)

Thanks for the tips.
Finchy:)

Tco
02-08-2006, 06:34 PM
Fine work finchy:thumbsup:

Will not prevent to add light where rails!

finchy
02-08-2006, 11:48 PM
Updates time again,

Ok, I'v refined the edges of the tunnel, re-done the Coke machine, changed some of the lights, altered a poster and re-textured the floor map. I'm still having a little trouble with this antialiasing!! what do you think? anyways here are the updates....

http://img267.imageshack.us/img267/89/render329jb.jpg (http://imageshack.us)

http://img267.imageshack.us/img267/7803/render315qu.jpg (http://imageshack.us)

http://img438.imageshack.us/img438/9370/render309ac.jpg (http://imageshack.us)

Comments welcome.
Finchy:)

finchy
02-08-2006, 11:58 PM
Hi again,

Forgot to post the coke machine texture sheet that I said I would. So here is the new one I did today I decided to go with 512*512 I think what was making them blur was I use Corel PhotoPaint 12 and when you create a new document I keep forgetting to alter the DPI default is 72... So i Uped it up a bit and works fine now i think...

http://img429.imageshack.us/img429/1473/coketexture9gs.jpg (http://imageshack.us)

Finchy:)

simarilius
02-09-2006, 12:21 AM
Looks good, but why texture both side panels? surely you can mirror just one, and use the space to make the front image larger? I'd have thought with a bit of scale and rotation you could quite happily get the top out of the side panel too.
Overall the stations looking pretty nice tho. Keep it up. :)

GLandolina
02-09-2006, 12:59 AM
he's right, also might I add - things you cant see dont need large texture space on your uvw. hell they dont even need more than 1 pixel. honestly.
Can you move your vending machines? no? well then you dont need detail on the back :)
use that space on the cola image and the button things :D
as for DPI, it shouldnt make a difference, dpi is used in printing. its dots per inch.

JustChris
02-09-2006, 08:48 PM
I agree with the above two posters. Save space in your UV maps, try to put in as many different textures as you can (while staying reasonable with the image size and quality). I see that one of the textures is just flipped from the one in th opposite side. In this case you just need one texture for both sides.

Hell, if the Coke machine is just going to be flush against the wall and against another machine, you might not even need side textures. You can use the saved space for different vending machines.

urgaffel
02-10-2006, 09:16 AM
You could even use another texture for the sides. Re-using textures is a good thing ;) Also, don't forget you can use a 256x512 or even 128x512. For example, we used textures that were 1024 wide and 32 pixels high for trims on buildings on a game I worked on. Use texture sizes to your advantage.

ninjacore
02-10-2006, 09:31 AM
Your vending machine UV's are what i was expecting. as said, you should put the side and top faces all on one half of the texture. and use the remainder for the front. keep the buttons part inside its section of the front. infact you could get away with it being 60\40 (the front part stretches more than half way).

OR. you could use a 512x256 for just the front. and then, with putting all the black plastic areas to another material ID, you can use a texture, say, 128x128, and just box map that all over. you can alse use that dirty black texture else where if you want.

but if you want to pretend that the player will have the oppertunity to get a good view of the sides, then just do the first suggestion.

what file format is your textures? most game textures are BMPs or TGAs

keep this up.

finchy
02-10-2006, 02:30 PM
Yeah I see what your saying about the map, the reason why I maped both sides was because they are diffrent. But as you said if you can't see them properly why bother. My file format is in Jpeg with no compression or smoothing... I know I shouldn't do it but force of habbit.
Back to it for now then.. post updates later.
Finchy:)

finchy
02-13-2006, 11:19 PM
Updates,
Started to have a go at the main walls of the station. Also the name of the station has been placed above the toilets. I like the look of the tiles and the pattern. I like the feel of the station thats startig to come through now. COmments welcome.
Finchy:)

http://img129.imageshack.us/img129/875/render330no.jpg (http://imageshack.us)

http://img102.imageshack.us/img102/6427/render346di.jpg (http://imageshack.us)

http://img68.imageshack.us/img68/7001/render359sm.jpg

creatix
02-14-2006, 06:43 AM
Your work ethic is inspiring.

My only comment would be to dirty things up a bit. Add some grit in there. Maybe tiles broken off the wall? Papers and trash on the floors? Grafitti? A layer of grit/dirt on the pillars, especially at the level where someone would lean against them/kick them/rest their back against them with the bottom of their shoe on it..

Make it look a bit more lived in through textures, play around with lighting as much as your time permits to create more atmosphere and you have a guaranteed portfolio piece.

outstanding work and effort!

Por@szek
02-15-2006, 09:26 AM
Looks cool finchy, but I think its too clean for a subway. Need more dirt and rust. It should be more disgusting.of course if U have to do it more realistic. But I must say that probably U are guilty of that we have so many subways or train stations on the forum. So be carefull with next project cos' U are the leader in here ;)

finchy
02-15-2006, 08:59 PM
Howdy,
Good feedback there, thanks. yeah it could do with some dirty touches:) I like to do things a bit weird.. I like to texture something, then move onto something else even though it's not finished... Kind of like painting were you build up the layers... The litter I was going to leave till last. The lighting definatly needs work but for now I think it's doing it's job at presenting. Should have some more updates soon, times a bit sparce this week.
Finchy:)

finchy
02-15-2006, 11:33 PM
Hiya,
Did some quick tests of dirtying up the place... chiped some of the tiles added scuff marks and dirt patches... the bump maps on the tiles are a little high. comments welcome.
Finchy:)


http://img496.imageshack.us/img496/562/render365wk.jpg (http://imageshack.us)

http://img356.imageshack.us/img356/9797/render377qf.jpg (http://imageshack.us)

Yak Rak
02-18-2006, 12:26 AM
cool work, like others have said, your work is becoming very inspiring, makes me wanna get into enviroments now!!

I'd agree with creatix about adding some objects onto the floor though, theres almost too much of it at the moment. some old newspapers or litter like crushed drink cans, waste bins would def break it up a bit.

the posters seem a bit clean as well, what about adding creases/bubble or peeling edges onto them?

yeah the coke machine could def do with some lit up bits. maybe you could just create a self illumination map so that the letters and white parts ie bottletop/icy bits really stand out and then just add in the lighting for the glow.

look forward to seeing more!

urgaffel
02-18-2006, 04:53 AM
One thing that strikes me is that it seems to be fairly short. How long is the station?

Also, I did this for another guy who is working on a dirty city block:


http://www.urgaffel.com/stuff/grafitti.jpg

Here's a 32bit tga of the image above (http://www.urgaffe.com/stuff/grafitti.rar)


If you want you can use it or I can send you the psd (if I still have it...) and you can use a few tags here and there. Lastly, definitely add a glow to the cokemachine or at least self illumination so it stands out a bit more. Maybe add a trashcan or two to the pillars, a bench...?

Anyway, it's coming together nicely so don't stop :)

carakong
02-18-2006, 08:09 AM
Super work! seems to be coming along nicely, just a couple of suggestions, the chairs seem to be a bit small and in your last image there's that timetable which bothers me a bit
Now comparing the height of the door and the position of the timetable, if I was a passenger/traveller person and looked up at the timetable to find out the times and stuff I'd probably have to stand on the chairs and jump up to see the first row of times.
Ripping stuff, finish it!:applause::thumbsup:

finchy
02-19-2006, 01:23 AM
Updates:
Well I decided to give in and make some litter sooner rather than later... it turned out quite well i think... but because it is a small area I'm affraid of re-using models...
The chairs are the correct size for a 6ft Biped which I used to get the scaling right.
Yeah the timetable is a little high will change it;)

Thanks for sharing the artwork I'v added a little grafiti as a test but nothing to noticable atm... but I think i will add something more outstanding later.

I can't add any trash cans, because there nol onger used in public transport places (in England) because of bombs ect...

I'v been thinking about the posters being to clean and your right they do need to be beaten about a bit.

There are a lot of underground stations poping up now! I wouldn't have started this project if the forum was full of them when I began. But your right it is a good thing if it's inspiring:)

again comments welcome on the new stuff!!:thumbsup:

Finchy:)

http://img98.imageshack.us/img98/1273/render389bt.jpg (http://imageshack.us)

http://img138.imageshack.us/img138/9794/render393vu.jpg (http://imageshack.us)

http://img138.imageshack.us/img138/5383/render404gi.jpg (http://imageshack.us)

http://img138.imageshack.us/img138/3154/render413rm.jpg (http://imageshack.us)

urgaffel
02-19-2006, 01:55 AM
No problem, glad to help! Did you get the mail I sent?

*edit*

Btw, I moved the tunnel somewhat since it's usually flush with the wall and the plattform. Imagine a train arriving at the plattform, the commuters would have to step over a pretty big gap to get on. Also, lighting is based on no textures so you'd have to adjust it for the textured version.

The dirt looks great, especially the track area. It does seem like the rails themselves are a bit wide, although it might be my imagination

Last but not least, the red-blue border you have running around the walls, add that to the stairwell as well running diagonally, same angle as the stairs. I think it would add to the look. And maybe let the main area have a horizontal stripe all around :)

finchy
02-19-2006, 02:29 AM
Updates again:)

It's amazing what a good light setup can achieve! This Light setup was created by " urgaffel " he very kindly offered to work on my lighting problems and this is what he came up with so please also leave your comments on his work!!

Many thanks "urgaffel" genius!
Finchy:)

http://img88.imageshack.us/img88/932/render424om.jpg (http://imageshack.us)

http://img117.imageshack.us/img117/1092/render434pq.jpg (http://imageshack.us)

http://img133.imageshack.us/img133/8439/render442vh.jpg (http://imageshack.us)

urgaffel
02-19-2006, 02:32 AM
Gah, it's way too bright :D And thanks, but I'm no genius heh :D

*edit*

Also, the speculars on the monitors by the track should be turned off since they look weird ^^

*edit 2*

Maybe have one of the toilet doors broken/ajar/boarded up/murder scene (yellow police tape, blood splatter, body outline)?

retardedmonkey
02-19-2006, 03:28 AM
Wow that really is awsome! Urgaffel the not genius could you briefly describe what you did? ....for all us geniuses (ha) at lighting.....urgaffel really isnt a genius...just really skilled. Really makes this subway station look alot more interesting....well I guess it just brings out all the details that mr. finchy has put in. Looking great!

finchy
02-19-2006, 01:12 PM
ooo.. you spoil the surprise!! hehe... when this project was finished I was going to go back and retexture the scene like a zombie horror film :) with smears of blood down the stairs.... splatters of blood up the office window:)
yeah it's a bit bright i'll have a go at turning it down a bit, must say it's grinding on my system!

Finchy:)

dreamsunlimited
02-19-2006, 02:53 PM
i think that the track area needs a little more light little "GI".some areas are very dark. and as there are two lights directly above the tracks and still the corners of the track are not receiving enough light which they should because of these two over head lights.

so i think copule of omni's at the corners of the track with very little intensity will do the trick and will create the effect of bouncing of light and GI.

A JOB VERY WELL DONE THOUGH :bounce:

urgaffel
02-19-2006, 06:27 PM
Wow that really is awsome! Urgaffel the not genius could you briefly describe what you did? ....for all us geniuses (ha) at lighting.....urgaffel really isnt a genius...just really skilled. Really makes this subway station look alot more interesting....well I guess it just brings out all the details that mr. finchy has put in. Looking great!

Here you go, sorry for the large image size:

http://www.urgaffel.com/stuff/finchy01.jpg

That's about it really. The views are post-radiosity calculations. Here's the rendered version (http://www.urgaffel.com/stuff/finchy02.jpg)

ooo.. you spoil the surprise!! hehe... when this project was finished I was going to go back and retexture the scene like a zombie horror film :) with smears of blood down the stairs.... splatters of blood up the office window:)
yeah it's a bit bright i'll have a go at turning it down a bit, must say it's grinding on my system!

I'm sorry to ruin the surprise but clean white tiles need blood ;) Sounds like an awesome idea though, could look really really neat :D

What kind of system do you have? It runs fine on my laptop (1.xGhz Intel mobile (P4?), GeForce go 6600 256Mb, 1 gig ram) with radiosity calculations taking less than 5 minutes. Of course, I don't have the textures so that might affect it but it shouldn't make that big a difference...

*edit*

I did some editing in Photoshop and I think it would look best if you did the coloured stripes horizontal as if they had used different coloured tiles all the way around. Now it looks half like different coloured tiles and half painted on which is odd. If you want to go all the way you could make a custom texture for the stairwell where they have cut the tiles to make two diagonal stripes at the same angle as the handrail. More work but it might look nice.

finchy
02-19-2006, 07:02 PM
nice little collage of work there:)

My system isn't that great, I have a:
Amd Athlon 2800+ 2.08ghz
1gb ram
NVidia GeForce FX 5600XT

renders fine, calculates fine, just in walkabout mode with shaded view on it drops frames a lot and when you display the mesh.

Finchy:)

urgaffel
02-19-2006, 07:08 PM
Ah yeah, if you display the wireframe in shaded mode my computer cries blood...

Edited pic I talked about:

http://www.urgaffel.com/stuff/finchy03.jpg

finchy
02-19-2006, 07:53 PM
Another quick update,
adjusted the lighting made it a bit darker.

yeah I was wondering what I could do with this stair well.. it did look a bit plain I was thinking torn off posters bit more graffiti.

didn't notice at first but good editing on that pic! the red blue lines are straight! hehe..

Finchy:)

http://img470.imageshack.us/img470/3121/render457av.jpg (http://imageshack.us)

urgaffel
02-19-2006, 09:20 PM
One thing you could do is turn off the light above the coke machine to simulate broken light and do a texture to match. And you NEED to put self illumination on that coke machine as well as a slight glow :DAs for the lighting, you could brighten it some since it's pretty dark on my (lcd) monitor. And maybe increase the attenuation/multiplier of the lights above the tracks? And turn off specular on the blue omnis at the monitor ;)

finchy
02-19-2006, 11:16 PM
More Updates tonight...
I have just been tinkering around with settings and adding a few details here and there. In the stair well I'v added a mirror used for seeing around corners incase of muggers! Added a little glow to the coke machine, and mostly added graffiti on the walls especially around the telephones.. I really enjoy looking at these images, I'm liking the feeling and mood now.
must say once again thanks Urgaffel for your time spent on my project!
comments welcome,
Finchy :)


http://img155.imageshack.us/img155/9736/render453ng.jpg (http://imageshack.us)

http://img155.imageshack.us/img155/4231/render469ou.jpg (http://imageshack.us)

http://img459.imageshack.us/img459/8968/render473sy.jpg (http://imageshack.us)

http://img155.imageshack.us/img155/5089/render488gm.jpg (http://imageshack.us)

http://img155.imageshack.us/img155/9766/render494qc.jpg (http://imageshack.us)

GLandolina
02-19-2006, 11:19 PM
im loving the rubbish but the graffiti looks bad to be honest.

urgaffel
02-20-2006, 12:38 AM
No worries, it's fun to help you out since you listen and your stuff looks pretty good :D You could brighten it up a liiiittle and dim the light above the coke machine to simulate almost spent flourescent tube. The glow on the coke machine might not be needed since it seems to blur the texture quite a lot...

As for the grafitti, think of where you'd stand to draw the stuff, some of it seem a bit high up... Not sure how to improve it though. Maybe use a few different colours (black, white, red, silver seem to be popular among taggers)

Lastly, I doubt they'd have tiles inside the ticket booth like thing at the end of the station. Maybe change the wall texture to some sort of horrible wallpaper, maybe water stained/damaged?

As someone suggested earlier, maybe try to get some light down on the tracks since that area is almost black now. It would have to be very subtle though since that area usually is painted dark grey/black :)

The mirror in the stairwell could be changed to square with slightly rounded corners, it would look better than a segmented circle (or add more sides to it)

It's looking pretty darn sweet now :)

retardedmonkey
02-20-2006, 06:20 PM
Finchy the graffiti and just dirt your adding is really making it look alot better. Really brings it alive. The bathroom doors seem like they need something more to them, not sure what tho just something to make em more realistic, texture wise.

Urgaffel thanks for showing how you didnt the lights, I am trying to get a grasp on lighting and that helped out!

Keep it coming please!

SHEPEIRO
02-21-2006, 12:38 PM
Man thats a bigg improvement since i last saw it, amazing, just that crap(sorry i meant the writters) graffs and tags, get some real refs of stuff, slightly better tags etc, offa internet or photos and mix them in with the crap ones. in real situations, good graffiti will be left on for longer than bad. so some of those ones need to look like they have been scrubbed off. or hacked in (thinking school table with compass styly) rather than drawn on ( so bump it).

Z-Brogue
02-21-2006, 08:07 PM
I like the graffiti because it shouldn't always be portrayed as a masterpiece of art :) I think it's more realistic to do stuff like Dave xxx Julie in black marker because it's more prolific, especially in environments like this.

I meant to ask on your last environment thread but is this all one mesh, I finished one about a month ago and it took ages making it into one piece.

finchy
02-21-2006, 08:15 PM
yeah thats the kind of look I was going for, mindless vandalism rather than a show of talent. In such a public space like this you would hardly have the time to produce a master piece but kids can easily get a black marker pen and scribble some crap on the walls... maybe I will add a little bit of both or experiemnt with more colours? but I do like the graffiti I have done (sorry) :)

For building purposes I make the environment out of multiple objects then put them into block or groups for example walls, floors ect... then texture them. If need be later you can easily just attach the objects together into one big mesh.

Finchy:)

finchy
02-21-2006, 10:32 PM
Tonights updates :)
Havn't finished working tonight so there might be some more on the way.... we will see :) I have just been working on the graffiti it's been bothering me. Decided to search google for tags, Thought I'd use the PSP graffiti as this is a games environment thought it would blend nicely.. Also improved the old graffiti, added paint runs, fading... and made "Bitch" looked scrubed off as it's offensive. The ticket office is bothering me now.. as mentioned before the inside needs to be worked on now. Also the ticket sign looks rubbish. Realy loving working on this!!!

Finchy:)

http://img162.imageshack.us/img162/5861/render509fl.jpg (http://imageshack.us)

http://img162.imageshack.us/img162/7937/render529qb.jpg (http://imageshack.us)

http://img415.imageshack.us/img415/6086/render513re.jpg (http://imageshack.us)

Ardeni
02-21-2006, 10:46 PM
Wow, great work. I don' know, but there screens looks like screens of Soldier of Fotrune I on the begining of game.

urgaffel
02-22-2006, 08:25 AM
You've been sloppy with the mapping of the walls :) Line up them tiles properly with the edges (and maybe the stairwell?) and the walls with eachother! The blue border around the entrance would be 1 tile wide all over too I think. And yes, the ticket sign needs more work. Really liking how this is comig together though

SHEPEIRO
02-22-2006, 05:31 PM
sorry didnt mean master peices, just like whaty your doing at mo. a bit of variation, like the psp endorsed one. i bet sony would get done for that in real life though.

agree with urgaffel on those miss aligned edges, its real small, but once noticed really takes the edge off the realism.

keep it up

urgaffel
02-22-2006, 06:30 PM
Don't know if I said this earlier or not but you could change the interior of the ticket both to wallpaper/plaster instead of tiles. Would work better me thinks

finchy
02-22-2006, 06:34 PM
yeah started working on ticket booth late last night, got good progress so far, prob' post updates later.

I think sony did get into trouble about those psp adverts (graffiti) they are real! and were actualy used on streets!

Finchy:)

finchy
02-23-2006, 12:04 AM
updates:
Ok, i'v fixed the seems problems with the tiles in both areas, worked on the office a little. Added some props in there to fileing cabinets, table ect.... Think I'm going to move onto the toilets now, almost forgot about them working so much on the main area. Comments welcome as always.
Finchy:)

http://img164.imageshack.us/img164/262/render537un.jpg (http://imageshack.us)

http://img164.imageshack.us/img164/1729/render549rc.jpg (http://imageshack.us)

pimeto
02-23-2006, 10:33 AM
do you have any plans importing this level to some engine ?

finchy
03-01-2006, 09:10 PM
hi all,
well it's been a while since my last update.. still haven't got anything for you today.. I'm getting down about the toilets, they just don't seem to be coming together, everything i'v textured is utter crap, so I have deleted them all. Also just got Corel Painter 9 so I'm learning to use this to. The main problems I'm coming accross is low resolution on the wall tiles (don't know why) colour scheme was rubbish don't match at all. just wan't to go back to doing the main station but as theres mot much left to do I have to complete the toilets. sorry for no updates hopefully I can get something together for you.

I would like to ge this into some sort of engine, I lack experience at doing this so any help would be appreciated (programs used ect..)

Finchy:)

creatix
03-03-2006, 01:37 AM
buy Unreal Tournament 2k4 - DVD special edition.


It comes with the game (obviously)
Unreal 2k4 Level editor
Just about any tutorial you would need to make just about any level you would ever want in video training tutorials.

I'm talking about 40+hrs or stuff.

It was hard to find when it came out as it sold out fast but I went to newegg.com and found it easily.

or you can try Amazon.

That would be my recommendation. Its a good engine but mainly - it is very user friendly because it tells you how to do it all.

finchy
03-03-2006, 05:18 PM
thanks for the advice, I will think about it, maybe when it's complete I will have a go at importing it
Finchy:)

finchy
03-06-2006, 03:43 PM
Hello there,

Still no art to show yet, but this week I have been experimenting with importing into UnrealED havn't got very far:( anyone know any good tutorial or video tutorials were I can download? So far I have managed to import the static model into the little window that appears when you open the program and apply one texture but how do you get that into the main work area and make it into a playable map?


I have also decided to not make the toilets, a few reasons were they wern't working, to much trouble for what i wanted this project to achieve, instead of doing the toilets i'm making it a playable level in unreal.

Finchy:)

SHEPEIRO
03-06-2006, 04:02 PM
just stick a sign on the toilet door saying "we are sorry for the inconveinience but the toilets are closed due to over use" or something.

feedbaz
03-06-2006, 04:13 PM
Unfortunately it's not as simple as that :sad: I did some work with Unreal ed for ut2003 and got quite into it, but unfortunately I've forgotten all the stuff you have to do. I would recommend looking at the unreal developers network :- http://udn.epicgames.com/Main/WebHome and there should be some sort of "my first room" tutorial there.

The methodology is pretty straight forward, but the software is quite "unique" in it's control schemes!

This here might help too :- http://wiki.beyondunreal.com/wiki/

Your scene looks great btw. It's all about putting in the work/detail. Keep it up.

finchy
03-06-2006, 09:20 PM
Updates :)

Finaly I have renders for you!!! I decided to go with the out of order sign on the toilets, works well i think. Also dirtied up the posters to. I looked on that web site but still can't find a tutorial on how to convert a exported max model to a working level.....? ok comments welcome as always.
Finchy:)

http://img451.imageshack.us/img451/7701/render555de.jpg (http://imageshack.us)

http://img451.imageshack.us/img451/1552/render567wr.jpg (http://imageshack.us)

http://img149.imageshack.us/img149/5472/render575nb.jpg (http://imageshack.us)

http://img149.imageshack.us/img149/105/render597mq.jpg (http://imageshack.us)

finchy
03-07-2006, 01:31 AM
success!!!

I finaly got my model imported into unrealed.. no textures but it's there, I also got to walk around in it kind of... I only know how to import it as a static mesh so i created a box over the level for a player start to work and it worked kind of... I could walk around but I was rather big inside:) hehe a lot of tweaking to do!!! but does anyone know how to make a static mesh into a piece of geometry so I can add a player start to the floor? many thanks!!
Finchy:)

feedbaz
03-07-2006, 09:50 AM
Your best bet would be to import the main part of your mesh i.e. walls floor and general external envelope as a brush and subtracting it from the scene. Then you would import each small object in your mesh like the chairs, tv screens, vending machines etc. as static meshes and place them into the scene. Unfortunately doing it this way would mean re-texturing the base mesh and placing all the small objects again, but the advantage is the small static meshes become a library which you can re-use accross a large project.

The traditional workflow for unrealED is to build the base scene by subtracting the primitive brushes from the scene and then add all the static meshes. It's all to do with BSP and stuff like that which I don't understand :sad:

It's been a while since I've used unreadED though so there might be better ways. For example you might be able to build a much lower poly version of the mesh to use as a collision mesh, which you can apply to the whole static mesh you imported giving it solidity in the game. If you search UDN and unreal wiki for these things you'll get some more complete answers.

SHEPEIRO
03-07-2006, 10:31 AM
that looks real sweet, come on along way, couple of crits,

the office is a little bare. What about the grill you speak through, and a little ticket machine/computer thing.

the signs on the toiltes looks as if they are floating. i have an idea change the tape holding them up to police crime scene tape, and put the sign on the actual door, then add a little plane with an alpha map, of blood seeping under the door.

ThreedyModeler
03-07-2006, 02:22 PM
Hey finchy... Looking great man!

As far as what you're talking about in UnrealEd, I had to hack together a similar level in Unreal2k4 a year or two ago.

I had a level at work that I had built in Max to export to our custom engine (using Granny3D) and then we decided we wanted to try and get the same level to work in Unreal. Unfortunately, to do it right would have meant doing what feedbaz said.

Well, what I ended up doing was bringing in the whole thing as static meshes and building invisible collision brushes for the ground, main buildings, etc. You *can* turn on collision on your static mesh geometry, although it would be best to have it only turned on for the simple shell of your level (the more complex the mesh, the more likely it is for you to get hung up, and the more computation it requires.) In my level, even simple stairs and interior walls worked rather well with static mesh collision turned on.

What you will notice if you are only using the static mesh collision, is when your player dies, he will fall through the level. If you use that in combination with invisible collision brushes, then you should be able to keep your dead players from falling through the floor, etc.

And for a level of this size you can ignore what the wiki and tutorials say about "extensive use of static meshes" slowing down your level. Like I said, my entire level (several city blocks.. about 40,000 polygons) was static meshes, and I didn't notice any performance issues.

You might run into some minor problems with lighting your scene, since static meshes do not light and cast shadows as cleanly as BSP geometry. But play around with it. If worse comes to worse, bake out your lighting from Max and bring it into Unreal as unlit.

Here's links to screenshots of the level in UnrealEd 1 (http://www.malomations.com/taber/images/big/3d/mrmout/mout_env01.jpg) 2 (http://www.malomations.com/taber/images/big/3d/mrmout/mout_env02.jpg) 3 (http://www.malomations.com/taber/images/big/3d/mrmout/mout3_screenshot_2.jpg)

Hope that helped. Good luck man!

finchy
03-07-2006, 05:32 PM
Thanks for the responces!

Thought i'd made progress but seems i'm a far way off:( hate feeling like a noob!! I think the idea of creating a floor just to walk around on is good, as all i want to do is get ingame footage of this thing doesn't have to be great or have bots running about although it would be nice to frag something down there! :)

Thanks for the idea SHEPEIRO but was already suggested earlier, I'm going to do two versions of this the one you see now and a blood stained zombie shooter version:) i'v been playing in photoshop making blood splatter:) so much fun!!

Finchy:)

finchy
03-09-2006, 12:21 AM
Ooooo I'm excited now!! :)

Here is a screenshot from inside Unreal 2003, This is just a test to see if I can get it to work with textures. the lighting is just one simple light in UnrealED, but when it come to importing the final model I will have texture baked the textures. I can't stop walking around looking at the wall and shooting them:) well coments welcome.

Finchy:)

http://img355.imageshack.us/img355/516/render603xu.jpg (http://imageshack.us)

SHEPEIRO
03-09-2006, 10:10 AM
nice to see, its so cool seeing your creations in the environment they are supposed to be in!

JustChris
03-09-2006, 10:45 PM
You're putting your train station in a UT game? Cool, so am I (for UT 2004). I have more work to do, and the lighting is brighter in mine, but it's the same general concept. I have to update my thread, though. It's been a while since I did significant changes to my work.

But it would be really cool to see how differently we build our subway environments around the gameplay of UT. Maybe a UT Subway map contest? :P

finchy
03-09-2006, 10:56 PM
Hi 'justchris'
Yes, I have looked at your station, It will be interesting to see the diffrences. Although I'm not really building my level for actual gameplay in unreal, but it would be nice to kill some bots!! But I doubt a subway contest would apeal as the level would be small and no place to hide. The reasons for me putting my level into unreal is just to get some video footage of my level in an engine for my portfolio.
FInchy:)

Lee3dee
03-10-2006, 05:17 AM
i'm up for a subway contest :P. My subway is a little different, but its all in good fun :D

finchy
03-10-2006, 02:55 PM
Also seen your work Lee3dee, I like your station as it has a train, it is diffrent from mine because it is an american station were mine i'v tried to keep it english.
Finchy:)

kevinology
03-11-2006, 08:23 PM
Keep up the good work man!

Slybones
03-12-2006, 07:20 PM
Hey finchy,

I don't know if you're still wanting to learn more about the editor side of things for this project, but if so I highly recommend watching the 3D Buzz Unreal Editor videos. They are hands down the best training I've seen for any level editing. In 4 hours of watching and following along with the VTM's in the "Unreal Technology Issue 1" series, you will be proficient with the editor.

They are free on the 3D Buzz website, just have to create a login name. The link is:

http://www.3dbuzz.com

Then at the top go to Video Tutorials
create a member login, then go to Unreal technology, and under that you will find a number of tutorials. I recommend doing the Issue 1, as that is the training for the editor side of things. Issue 2 is good to watch afterwards, it has info on importing models using max.

I hope these help, I think its great that you're taking this scene into Unreal, and I think these videos will really help you understand the pipeline so that you can build faster.

Good luck

finchy
03-12-2006, 07:56 PM
thanks for the tip, I have been a member of 3dbuzz for ages:) and in the process of downloading the vids i want for unrealed. thanks for the tip though:)

must say that ther forum is also great I have posted a few questions now quite noobie ones and they were almost instantly answered!! So they are helping me a lot.

progress is a little slow this weekend havn't had much time. but i have done almost all the testing i need and are nearly ready to import the final model into unreal!

i'm confident I will have finished importing it in the next week or 2 and I'll make it downloadable so you can all play on it:)

the actual max model is i think finished now havn't done anything to it from my last renders so what you see there will be the final look of the place, unless you can see anything thats missing? Many thanks,
Finchy :)

MassiveOverHual
03-16-2006, 04:52 AM
I am loving what i see 5* from me cant wait to play this map in ut2k4

finchy
03-16-2006, 07:35 PM
Thanks "MassiveOverHual" but you'll have to wait a little longer to play this map... i'v spent the last couple of days texture baking in max and exporting the models to a unrealed readable format. today I attempted to bring the exports into unreal but the uv's were out turns out I have been doing it wrong.... oh well it was a learning curve. Now I have it sorted and doing it properly just have to start again. Thanks for keeping in touch with this thread and voting on it! many thanks,
Finchy:)

finchy
03-22-2006, 11:50 PM
Hi all,
Thought i'd let you know whats going on. I'm about 50% of the way through importing the models into UnrealED. Having trouble with aliging but it was a result of not having setup correctly when starting modeling (grids ect) but I'v learned now and won't make the mistake again:) personal problems are not permitting me to work on this project as much as I would like but I still hope to have it complete by next week or week after.... I don't want to post any wip images of in game footage, i would prefer to show you it in it's completion, hope you enjoy playing it to:) many thanks.
Finchy:)

finchy
04-04-2006, 11:01 PM
Hello All :)

Well here they are, long awaited screenshots of in game footage. I have finally completed importing my level into UnrealED. Had to post in two reply's....

http://img418.imageshack.us/img418/4379/game5ci.jpg (http://imageshack.us)

http://img418.imageshack.us/img418/3006/game11bu.jpg (http://imageshack.us)

http://img339.imageshack.us/img339/872/copyofgame26zu.jpg (http://imageshack.us)

http://img339.imageshack.us/img339/3940/copyofgame39ul.jpg (http://imageshack.us)

http://img339.imageshack.us/img339/3674/copyofgame47ek.jpg (http://imageshack.us)

http://img339.imageshack.us/img339/2037/copyofgame54jz.jpg (http://imageshack.us)

http://img460.imageshack.us/img460/9193/copyofgame68ev.jpg (http://imageshack.us)

http://img97.imageshack.us/img97/5496/copyofgame79gq.jpg (http://imageshack.us)

I like the image above, my player is half on and off the platform step.

finchy
04-04-2006, 11:02 PM
http://img238.imageshack.us/img238/5238/copyofgame87cc.jpg (http://imageshack.us)

http://img346.imageshack.us/img346/4084/copyofgame93qo.jpg (http://imageshack.us)

http://img346.imageshack.us/img346/4685/copyofgame103xg.jpg (http://imageshack.us)

http://img238.imageshack.us/img238/2246/copyofgame110gf.jpg (http://imageshack.us)

http://img238.imageshack.us/img238/5138/game121au.jpg (http://imageshack.us)

That them! :)
I had so many problems converting to UnrealED. But it was a learning experience so now the next time i do it, it should go a lot smoother! The main problems were getting the bots and players to interact with the Static meshes (geometry) The level runs real smooth and the bots play quite well.. getting them to jump from the track up to the platform was a little tricky... I can't stop playing it... is feels so good to see your level being played out, makes the whole process worth it!! I now have fraps so I can record video footage of in game play. Next I'm going to create a short film on this using both 3dsmax rendered footage and ingame footage this will make up part of my showreel to. I will post that as soon as it is done. Also when I have done that I will upload the level for all you to try:) hey maybe even play with you online:) that would be cool!!!

finchy
04-04-2006, 11:12 PM
thought I'd post some screens of gameplay with out action going on so you can see the environment:) enjoy! comments welcome as always:)
Finchy:)

http://img481.imageshack.us/img481/2493/game14ac.jpg (http://imageshack.us)

http://img481.imageshack.us/img481/5499/game25du.jpg (http://imageshack.us)

http://img456.imageshack.us/img456/6457/game35qb.jpg (http://imageshack.us)

http://img447.imageshack.us/img447/9877/game48nl.jpg (http://imageshack.us)

http://img447.imageshack.us/img447/8463/game51so.jpg (http://imageshack.us)

retardedmonkey
04-05-2006, 01:40 AM
Hey thats great in the unreal engine, looks beautiful. Great work on it finchy....personally your island one is my favorite tho, but this is still awsome.

Lee3dee
04-05-2006, 03:14 AM
finchy: Looks great in Unreal. I have a few suggestions that may help you what I did in my swat4 level.

If you want the posters to look illuminated: make an alpha channel for them and make a gradient so that its white on the inside to black around the edges. Then in Unreal make a new shader, engine shader. Then attach the texture to the diffuse and also to the specular and specular mask. It should give the illusion that its back lit when in-game. You can also adjust the glow.:D

Like this: (sorry for posting my work in your thread, need to show you what I meant.)
http://art.lee3dee.com/level/assaultweb/assault07.jpg

also, if you want to add more dirt. A good way that I found is using a projector, its in the actor menu. Attach a picture of some dirt onto the projector and it displays it on the floor or walls. If it stretches in all directions, you need to go into the texture properties and set the U and V to clamp.

If you need any help, msg me for my AIM name :) gladly help ya.

finchy
04-05-2006, 09:12 AM
Thanks, I enjoyed doing the island but this time i wanted to do something smaller... hopefully have something going soon about the island stay tuned;)

Thanks for the tips, I wanted to go for dark and dingy so didn't want it to look like money was being spent on it for illuminated posters ect... your works looking good to.

hope to get the video together soon:)
Finchy.

SHEPEIRO
04-05-2006, 09:22 AM
thats looking sweet man. good work, would like to see a train blasting through occasionally.

Readme2
04-05-2006, 09:58 AM
I didn't read the entire tread, so I don't know wether this is what you meant, but it looks to me like the first scene in max payne 1....! looked at this and it reminded me the game :) awsome work man.

finchy
04-05-2006, 04:18 PM
wow! thanks is nice to be compared to real games:) I'v never played max payne so honestly didn't use any for refrence... I would like to see a train blast through to and kill all the players in its path :) the office window I tried to get it to break when shot but was to difficult for me to do atm...
Glad i'm getting possitive responces, was a bit nervouse letting it out in public:)

The real question is do you think it is worthy of a job?? do you think it's good enough?

many thanks.
Finchy:)

Lee3dee
04-05-2006, 06:16 PM
i make more of the level, instead of train platform before you send it out to possible employers. At the moment it shows you know how to use the unreal engine for a small DM map using custom assets. I started with the train platform and train, then expanded into this giant level. lol.

I'd release the map, let people play it, get feedback. :)

finchy
04-20-2006, 04:39 PM
Here it is My reel of the UnderGround Station now called "Island Station" to keep in theme of my last project.

It was created using:

Fraps for the ingame movie recordings.
Adobe Premier Pro for the editing,
Adobe After Effects for the Tittles and post stuff.
13.8mb file size.

Click here to watch UnderGround_Station (http://media.putfile.com/UnderGround_Station)

Please let me know what you think as I will be sending this out with my showreel:)
I will also release the map soon so you can all play it:)
Many thanks.

Finch3d:)

finchy
04-24-2006, 04:29 PM
No comments on my Reel??..... :(

I'm wanting to upload my Level now but I don't have any web space to upload to. Is there any place someone knows where you can upload files for free? or is anyone out there kind enough to upload my level on there space? it's only 2.8mb
many thanks for any help.
Finchy:)

SHEPEIRO
04-24-2006, 04:39 PM
i couldnt figure out how to get to it try another host maybe?

finchy
04-24-2006, 05:30 PM
that is strange, works fine for me, just click the link and it directs you to Putfile.com and it downloads automaticaly in mediaplayer... you have to wait a bit for it to download fully. I don't have webspace yet so have to do it this way for now.

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