View Full Version : UGAC - Master Chamber - System404
System404 07-17-2006, 04:38 AM ok time to write this again....stupid no forum specified!
......As I wrote before, my concept might not be the most original one but I'm doing this to force myself into these online challenges.
I'ts going to be a level for a firts person shooter/horror/ scifi(see, not that original : ) ) The room is meant to show the point where the character realizes his evil origin!and maybe the room is still operational!!
I will use normals, specs, tilable and unique textures.
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System404
07-17-2006, 04:57 AM
ok an update.....ignore the textures they're only temporary. I still have a lot of polys to use up and I really want to make this room more "grand". http://system404.net/images/test2.jpg
Ghostscape
07-17-2006, 05:34 AM
Looking excellent! I look forward to seeing this develop even more.
eagle4
07-17-2006, 07:51 AM
looking very nice. i dont know how many polys you have left but maybe you could make the room longer (to the right i reckon) and add some more stuff, maybe a body floating in liquid or something crazy like that.
eagle4
System404
07-19-2006, 06:40 AM
Thanks guys for the replies. ok, working now on the other side of the room. making it more deteriorated and crap.
eagle4- i thought about what you wrote but I figured to at least raise the ceiling so visually it was bigger but i didn't ended up with more room to cover with stuff. I also tought of breaking off part of the ceiling to make it look less angular, and more expansive...
anyway here's a quick paintover to illustrate were i'm headed.
http://system404.net/images/test3.jpg
System404
07-21-2006, 04:59 AM
So while I was waiting on the response with the textures, I decided to play around with the lighting....it's a different feel than the first one, but i'm not sure wether it's better or not? on one hand it has more of an abandoned look, but i think it looses some of the creep factor.
Well I took out both bipeds and my polycount dropped by about +4000 so I will break stuff up more, like the floor and the caved in ceiling, I also want to add two windows in the upper room. Most of the stuff is unwrapped so I think I'll go over and start texturing.
How are we to handle reflections? right know i'm using regular raytrace, wasn't sure if for the sake of making it "ingame" we had to use just reflection cube maps or something else.
http://system404.net/images/WIP_secondlighting.jpg
Matski007
07-21-2006, 02:54 PM
really really like the atmosphere of your room looking really cool, very reminiscent of Half Life 2 for some reason lol
freesmith
07-22-2006, 11:53 AM
Great work, somehow looks like cyberpunk, cybertrash room (Vampires, Fallout etc), you might put some poster on the wall, like some really old poster to give a place even more sense of a passed time….
System404
07-23-2006, 01:11 AM
hey thanks guys. Yeah I think I've been playing half life too long:). i'm still contemplating what kind of texture to do for the walls, right know I have them split in two ids. The bottom half tought of going with something sterile looking like a small tile and maybe having the top be concrete.
have to rethink some of the textures now that we have different specs. Now I can make more things unique....hmmm more work LOL
System404
07-24-2006, 02:39 AM
ok since I had 4000 extra polys I decided to redo the torture/surgical device on top of the bed platform. Here's the high rez version, I will go over the it later in photoshop and add more detail(rivets and bolts).
http://system404.net/images/WIP_newlaser.jpghttp://system404.net/images/WIP_newlaser2.jpg
This is looking great and your almost done with it! You might even have time for another entry or something hehe :)
I really like the feel. What would complete it is having medical posters. Also the conrete is really strong looking not sure that is what it would be in a medical turtor chamber. Perhaps give it hint of having some kind of plastic or metal walls that have been bent and torn. This is just small nitpicky stuff other than great work I really like it!
System404
07-24-2006, 04:19 AM
Ha! almost done? nah I still have a lot to do with it. Yeah I'm not feeling the concrete either, I'm going to go for an old, abandoned mental ward/Nazi chamber. The walls will have peeled paint revealing various layers paint and finally brick. There's also going to be some tile below a chair rail. I found also an awesome picture of broken tile flooring with grass and weed growing out of the seems, and I might do that for the floor and use some of my extra polys for the vegetation.
Wayne Adams
07-24-2006, 04:24 AM
damn. thats slick. ;)
System404
07-25-2006, 05:42 AM
ok here's some more stuff
http://system404.net/images/WIP_machinery.jpg
Shadow Spoon
07-25-2006, 02:09 PM
Wouw. Can we see it without normal/bump/color maps? It looks sweet!
System404
07-26-2006, 04:19 AM
ok Shadow Spoon, here you go. Still have some detailing to do, like the windows might be barred with some old wood planks and boards, in that last shot between the two hanging flags I want to have a big portrait of the ruler of that time(kinda like the picture of Hitler as a knight)
Because the use of the room was meant to be more of a covert military, I want to have more of propagada on the walls to sorta "encouraged" the staff of the time that they were doing the right thing.
http://system404.net/images/WIP_nomat1.jpg
JuddWack
07-26-2006, 05:21 AM
Hey man. This is looking awsome! Do you mind posting some wires of your hi res meshs? I'm always curious as to what people model in high res as single meshs or multiple hi res objects.
Also I noticed some heavily beveled edges on your hi res. I thought these don't convert well to normal maps? Have you done that before? Judging by the quality of this work I guess you have.
Shadow Spoon
07-26-2006, 02:35 PM
Looks good. I like that you have added some detail to the upperfloor. Was that the window you wanted to bar up with planks?
Wayne Adams
07-26-2006, 02:47 PM
Looks pretty good. Really tight environment. I'd almost hate to get attacked by some genetic freaks or zombies in a space like that....sooooo...you should model a shotgun in the corner to make me sleep better. hehehehehe.
The equipment is really nice. It has a real star trek meets resident evil feel, and are those tapestries in the other picture?
System404
08-01-2006, 02:15 AM
Sorry for the late reply but I've just been having too much fun at work. Which coincidently makes me want to redo this stage with what I've learned there.
JuddWack - I'll post the high rez later but as far as the beveling, as long as the mesh that you are projecting to has enough surface area to cover the high rez you should be fine. usually i'll do my high rez, then make my low rez, unwrap the low rez, and if it's to low rez and there are too many seams showing up on the normal I'll rez up that low until it can project correctly all surfaces...then that normal fits in my original low rez.(hope that made sense!)
Shadow Spoon - yeah that upper window is the one i'm going to cover up. that should break up the lighting even more.
Wayne Adams - yeah I thought of modeling a weapon and doing the whole HUD, but I figured by that point best put it inside a game engine :) as far as the tapestries they're suppose to be hanging flags. The room will have a very old and fascist feel to it.
thanks guys for the comments!
Ghostscape
08-13-2006, 06:46 AM
Are you going to be able to complete this by the deadline of August 17th? If not, there is a vote in the Rules thread about extending the deadline by a week if it will help you complete this!
requiem2d
08-13-2006, 08:28 AM
Wooowww ! I absolutely love it, turning into a scene worthy of ingame cinematics / cut scenes... :D
System404
08-15-2006, 12:09 AM
yeah I don't think i'll have this done for the 17th. :( i'll vote for an extension but I'm really tied right now trying to get another job done for the end of this month.....
I hope you can get some time to put this up since It is already really well done. I know you had some more plans for this but it already looks solid.
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