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Authentic-Dave
05-07-2006, 10:41 PM
So here I am, my final month of my degree studying video games deign in the UK. I’m at the stage of polishing my work and tweaking out the stuff I’m unhappy with. Here’s some stuff I’ve posted for feedback and crit.







http://img376.imageshack.us/img376/7459/026oq.jpg

http://img376.imageshack.us/img376/5006/011mu.jpg

2680 Tri's, 512x512 24bit TGA




http://img376.imageshack.us/img376/9153/033ip.jpg5900 Tri's 128x128 24bit TGA


I’ve produced around 35 assets in the last few months for this single project so hopefully you’ll appreciate I can’t post them all up on here but these are the one I feel need crit to help me finish off the development process :) The project is based on a spy shooter in east europe (1980), low end 3rd person (xbox maybe?) hence the detial of the buildings being in the first two floors ect ect.

Here’s some of the limits I imposed on myself for this project:

8bit Alpha Split TGA / Double sided Triangles / Diffuse Maps / Cube Reflection Maps / No normal or bump maps

crit away :) i'll post some more stuff later.

TychoCelchuuu
05-07-2006, 10:49 PM
The truck looks nice. The only real crit I can think of off the top of my head is with your render; at the angle you have right now, the post blends into the truck's silhouette and it's a bit confusing to look at. You may even want to get rid of the base all together so we can just look at the truck.

Your building looks very nice, but it does not look like 5900 polys. I suspect a lot of that went into the pillars, but from this distance it's tough to see. Since that will probably be much larger in-game, some bigger renders would help out. When it's very small like it is now, it looks like you really went overboard with your tri count.

Authentic-Dave
05-07-2006, 11:00 PM
I see what you mean about the pillar on the truck, the base and vehicle will rotate 360 for my show reel so that issue will be resolved, i think for my still i'll remove the post.

http://img376.imageshack.us/img376/1121/044ls.jpg

Here’s a closer view with wire, because of the nature of the night scene and the range of the player camera nearly all of the detail is in the first couple of floors.

heres a pic of it in the environment:


http://img376.imageshack.us/img376/7428/test3ld.jpg

ts-falcon
05-08-2006, 03:51 AM
wow, looks like a lot of work went into this, impressive. my only crit is with the arched windows and door ways. there seems to be a lot of wasted tris going up the straight parts. id detach tht part of the mehs and make it one division all the way up until it starts to curve. this could save quite a lot of tris. :D

nathanielbell
05-09-2006, 05:40 AM
Nice stuff. My two cents would be that the environment feels strangly too clean. But it all looks well done. Good Job.

Authentic-Dave
05-09-2006, 10:55 AM
unfortunately there are spots of tri waste because of the speed everything had to be produced, the arches could easily be reduced down but because of the nature of the texture (a specialist feature brick texture in this case) I could not tile it, one advantage of the arch’s being this way is the tri-stripping that will hopefully occur.


Here’s a repost of the environment, a bit more grime around the building edges has been added and rubbish/litter.


http://img376.imageshack.us/img376/7062/047od.jpg


http://img376.imageshack.us/img376/7429/019gn.jpg




http://img376.imageshack.us/img376/1954/025we.jpg




http://img376.imageshack.us/img376/552/032zm.jpg



As always thanks for the crit ;)

SHEPEIRO
05-09-2006, 11:35 AM
your buildings and vehicles are very nice, not as keen on the anatomy of the characters though, the booots are too, ... er well they seam to have no ankles, heels or instep.

and the faces are mishapen.

they are good enough for background characters, but i wouldnt put them in a portfolio as centre stage.

1 thing seems a bit odd to me, your tri-texture use. having worked on a few mods and knowing the capabilities of a few engines (doom3 and BF2 mostly), you seem to be using alot of tris for very lttle texture space. in something like battlefeild 2 you would probably use (not too sure as i mostly did vehicles) a 512* texture (or equivalent space) could be used. its not really a crit more of an interest into why you did it like this. you are very efficiently using that 128*

Authentic-Dave
05-09-2006, 12:51 PM
1 thing seems a bit odd to me, your tri-texture use. having worked on a few mods and knowing the capabilities of a few engines (doom3 and BF2 mostly), you seem to be using alot of tris for very lttle texture space. in something like battlefeild 2 you would probably use (not too sure as i mostly did vehicles) a 512* texture (or equivalent space) could be used. its not really a crit more of an interest into why you did it like this.

My project brief was outlined by my tutor, in terms of tri and texture budget. It’s the first time I’ve come across a budget that seemed to have such a imbalance although provided a unique challenge in that respect trying to get the most out of 32* and 64* textures.

SHEPEIRO
05-09-2006, 01:33 PM
thought it might be something like that. well you did good. do you know the reasoning behind it or was it just for the challenge?

oh yeah and you could svae quite a few polys on that building by making the door archway intersecting, and the window archways just flush of the wall (then make the wall hole simpler)

Authentic-Dave
05-11-2006, 06:44 PM
I’m not sure why my budget was set as such although was fun to work on, from my understanding every engine has it’s own capabilities and preferences, in this theoretical situation tri’s were preferred over texture memory.



I chose to put in details such as window frames and high poly arch ways as the budget accommodated for this and also the 3rd person player camera would be able to get close up to the specified areas.



Here’s a few more pics of the stuff I’ve been working on for this scene:

http://img376.imageshack.us/img376/690/029va.jpg

http://img376.imageshack.us/img376/9472/030xy.jpg

Authentic-Dave
05-25-2006, 02:51 AM
quick update, heres the final renders. cc welcome.

http://img324.imageshack.us/img324/9864/015am.jpg



http://img321.imageshack.us/img321/6592/029do.jpg

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