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View Full Version : UGAC - Master Chamber - Matski007


Matski007
07-17-2006, 09:43 PM
heya! the first competition ive ever entered on here, without sounding too depressed, i know my skills arent the best but im up for some fun.
Im too too great at sketching, i find it easier to just start modelling and making things up as i go along, probably not the best course of action but each to their own lol.

The story behind this is that it is a research facility on a planet, it will contain 3 levels all connected with each other, the top layer will stick out of the planets surface and the other buried in the ground


http://www.smos.objectpaths.net/rend1.jpg

http://www.smos.objectpaths.net/rend2.jpg

currently this has 3100 faces and 4778 vertices, can anyone tell me if it all has to be triangulated?

Matski007
07-17-2006, 10:38 PM
some closer renders, added outer wall for this section:

http://www.smos.objectpaths.net/rend3.jpg

http://www.smos.objectpaths.net/rend4.jpg

System404
07-18-2006, 12:23 AM
this looks really cool, I like the idea.

Matski007
07-18-2006, 10:21 AM
thanks i was originally going to purely focus on making this top section, however i think that would go against rules because it has to be one room, this is therefore going to be one massive room lol

Matski007
07-19-2006, 11:57 AM
<Abandoned Idea>

http://www.smos.objectpaths.net/rend5.jpg

sheppyboy2000
07-19-2006, 07:11 PM
Geometry looks solid. Damn fine. Badass. But...

I can see how you'll need to get even more creative on texture use than many other entries. You'll burn through 10MB without breaking a sweat on the top tier alone. One almost has to ask, with your top so solid, why you're doing a bottom at all?

Matski007
07-20-2006, 12:46 AM
well i assumed that the challenge meant you had to create one whole room thus if i only created the top part, it wouldnt be finished, perhaps if there was like an electronic shield in place to technically cut off the top half from the lower, or go for a different idea and make it look like it goes down for miles and miles with no visible end (an idea which i prefer lol) and just make lots of sub levels and an intricate roof

Ghostscape
07-20-2006, 01:07 AM
thanks i was originally going to purely focus on making this top section, however i think that would go against rules because it has to be one room, this is therefore going to be one massive room lol
"Bottomless Pit"

You could fade to black or something to hide the bottom and not model it :D

Matski007
07-20-2006, 01:45 AM
thats what im doing, got a quick render here, i used falsed perspective to make the hole look deeper than it is, a small rendering problem caused some odd lighting at the bottom because i couldnt be bothered waiting for Vray to render it lol just used lightworks:

http://www.smos.objectpaths.net/rend6.jpg

Matski007
07-20-2006, 02:45 PM
another update, i started work on a section below the platforms and walkways, the idea is im going to make a few layers all connected with ladders or small elevators:

http://www.smos.objectpaths.net/rend7.jpg

Matski007
07-20-2006, 04:17 PM
a render with the second section in place and a few simple bodies to show scale:

http://www.smos.objectpaths.net/rend8.jpg

Matski007
07-20-2006, 04:22 PM
oops, accidently posted twice, darn internet

Azeiku
07-20-2006, 05:22 PM
Looking great! Keep up the progress!

-Azeiku

HellBoy
07-20-2006, 07:57 PM
hay its nice to see a truespace user m8

looking good so far

Matski007
07-21-2006, 02:29 PM
started the top layer, this will eb like a control room with lots of computers, so far ive made the centre piece which is a holographic projector of the connected 3 sections, sounds like its going to be too big, but the sections arent too large:

http://www.smos.objectpaths.net/rend9a.jpg

Matski007
07-21-2006, 02:31 PM
there is detail inside the holo emitter which i will probly get rid of because it wont be noticed hardly at all by a player, so i can reduce polygons, i will also remove the underside polygons of everything touching the floor

freesmith
07-22-2006, 12:14 PM
That’s the spirit,

Never hurts to optimize…

the lower chamber section with monitors looks great..

Matski007
07-22-2006, 10:31 PM
ok ive done most of the modelling now, gotta some more optimizing to do and then to texturing which isnt my strong point, but luckily im going for a very modern shiney surface feel to it (sterile) so it shouldnt be too hard, will be using a lot of masks for electric shielding and stuff though:

http://www.smos.objectpaths.net/rend10.jpg

http://www.smos.objectpaths.net/rend11.jpg

The idea is is that this complex is built within a planet and the top part sticks out, ill create a simple surface for it to view out of the windows, and ive just realisde i totally forgot to make some way od getting to each level lol whoops heh

oh and currently it is 6,919 faces, 19426 triangles when trangulated, just under the budget heh

Matski007
07-24-2006, 04:47 PM
taught myself to unwrap meshes and texture today heh, now i can texture properly though my actual texture making skills arent too brilliant, tulk me an hour or so to figure it out and texture this:
http://www.smos.objectpaths.net/rend12.jpg
but im incredibly happy with it heh, it has come out really well i reckon

Matski007
07-25-2006, 04:56 PM
another update, i have finished textureing the lower section of the room, tell me what you think:
http://www.smos.objectpaths.net/rend13.jpg

http://www.smos.objectpaths.net/rend14.jpg

Auctane
07-25-2006, 05:10 PM
Its coming along nice. I don't really understand from looking at it what that purple stuff is though. It looks more like smoke or vapor cloud than an electric shield. It also doesn't seem like there is anything emitting the shield.

RO
07-25-2006, 05:19 PM
I really like the forms you have made for this. Looks clean and remindes me a bit from Halo type level design and also Oni. My suggestion is to put some bump maps or normals to some of the textures. So thay really pop. Like the tan floor with the reflection would look really nice with some kind of edgy tile effect. on it.

Another thing is the shield blue thing. It goes right into the pillars. Maybe if you had a glowing panel on the sides of the pillars it would make it look more united.

What is your aim for this first person or 3rd?

When I look at this I see a neon feel. In the final renders perhaps add some nice blooms for your lights in the rooms and such. That is what I think will devide this entry from others it is the cool special effects.

Matski007
07-25-2006, 05:58 PM
its intended to be for a first person shooter, im working on an idea for what emits the shield, this is something i overlooked lol, i will probably make a seperate texture for the side of the pillar such as a glowing panel, also working on a bump map for the floor, i want it to have quite a clean marble finish but little raised circles (made in bump map) next to each monitor, will make more sense when its done heh thanks for crits, another update soon

Matski007
07-27-2006, 02:50 PM
well ive just about finished this section, the floor texture bump needs a bit of messing with, but im happy with the shield generator, i decided that i should make use of the rod that goes between all floorsm, its going to be a big power line that get energy from the center of the asteroid, therefor on this section, it powers the shield, indicated by the beams of electricity lol

http://www.smos.objectpaths.net/rend15.jpg

Matski007
07-30-2006, 08:10 PM
started texturing the next level up, see what you think, as you can see texturing isnt really my strong point

http://www.smos.objectpaths.net/rend16.jpg

http://www.smos.objectpaths.net/rend17.jpg

Matski007
08-02-2006, 02:00 PM
started the top level of the map now, doesnt look too great now, but should do soon heh

http://www.smos.objectpaths.net/rend18.jpg

Matski007
08-05-2006, 05:28 PM
just found out i only have 3 days tops to finish this entry because im going on holiday until the sixteenth :-( going to try and get as much finished as possible, have also decided to scrap the top level of this map and concentrate on finishing these lower levels

Matski007
08-08-2006, 10:19 AM
Hi guys, well it would seem ive run out of time and I havent been able to finish this project in time for the judging, once i get back from my holiday I will continue to work on this but i feel that i need to realy work on my texturing skills before i enter another competition such as this lol id like to thank all who helped me out and who commented on my work

RO
08-08-2006, 06:50 PM
Sometimes these contest are extended so make sure to look around and if you have time work on this.

I really like the idea of this peice. Esp the top most floor with the three bridges.

Ghostscape
08-13-2006, 06:52 AM
There is a vote in the Rules thread about extending the deadline by a week if it will help you complete this!

Matski007
08-20-2006, 05:37 PM
thanks for the support and interest guys heh, so glad got some extra time, ive nearly finished now, going to texture the surrounding wallsand adjust lighting, but at the moment im fairly happy with the way its turning out actually heh, turns out my texturing is drastically humiliating lol, heres the latest renders

http://ts7.mat-ski.com/tutimages/rend21.jpg

http://ts7.mat-ski.com/tutimages/rend22.jpg

http://ts7.mat-ski.com/tutimages/rend23.jpg

Total triangles: 17,095

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