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modern
01-03-2007, 12:52 PM
Hello. I'm making modular assets for the Doom3 engine for open daylight environments(shockhorror). These are .ase's made in 3DS Max. I was wondering what people thought about the environment and technique.

http://img247.imageshack.us/img247/2594/doorxo1.th.jpg (http://img247.imageshack.us/my.php?image=doorxo1.jpg)

I'm using this technique as away of maintaining texture resolution, by using tiling textures and then scaling and blending dirt maps in one material, to give the impression that the texture is much bigger than it actually is. The Doom3 material script has just enough flexability to enable this with one UV channel. In fact it does not currently support multiple UV channels.

The image below shows a facade with the remnants of a vertex blend (which is almost made redundant by this technique).

http://img467.imageshack.us/img467/2163/plainls8.th.jpg (http://img467.imageshack.us/my.php?image=plainls8.jpg)

The tricky part of the technique is figuring out how to scale the dirtmap so that it is not tiling over the surface of the model. With a little experimentation I found that placing the corner of my uv map at the co-ordinate 0,1 (counter intuitive, I know) I could then divide one by the unit size of the uv map and get the numbers I need to scale the dirt map:

http://img212.imageshack.us/img212/5731/uvss7.th.jpg (http://img212.imageshack.us/my.php?image=uvss7.jpg)

Code:
{
blend filter
map models/skool/brick_dirt.tga
scale 0.129,0.171
}

Render to texture using the existing UV's gives a template to build the dirt map on.

http://img196.imageshack.us/img196/4498/brickdirtmx5.th.jpg (http://img196.imageshack.us/my.php?image=brickdirtmx5.jpg)

The dirt map is then multiplied with the vertex blend using "blend filter" giving the result:-

http://img489.imageshack.us/img489/5083/dirtjq1.th.jpg (http://img489.imageshack.us/my.php?image=dirtjq1.jpg)

BakerCo
01-03-2007, 02:16 PM
Sweet I like what you have goin so far keep it up :thumbsup:

-Baker

BadSpleen
01-03-2007, 06:58 PM
Very very nice, interested to see it in the game engine, you just missed out the Queen Vic !!!

(english "humour")

Chilli

psychojohno
01-03-2007, 09:49 PM
very nice! only problem i have with it is the line of brick seperating the floors, it seems too bright to me maybe just lower the brightness to make it fit the rest of the building style

good work :thumbsup:

modern
01-15-2007, 01:59 PM
These are ingame screen shots. Both shots use doom3's parallel lighting. These assets are intented to run on current game and hardware specs.

http://img294.imageshack.us/img294/2442/shopsma7.th.jpg (http://img294.imageshack.us/my.php?image=shopsma7.jpg) http://img175.imageshack.us/img175/8672/dooruk8.th.jpg (http://img175.imageshack.us/my.php?image=dooruk8.jpg)

Synthesizer
01-16-2007, 03:54 PM
Looking good. I'm surprised that Doom3 can do something other than pitch black shadows. The shops are looking really good, especially the red parts. The grey storefronts are really lacking some contrast that would help the details stand out a bit better. That red door by itself is really bright, try matching the lighting to the shops screenshot. Also, maybe have your dirtmap stand out more, so that you can see a difference over those 4 windows, they still look fairly similar.

modern
01-18-2007, 07:43 PM
http://www.jasondovey.com/images/shop1.jpg

Real-time render in DoomIII. 4 parallel lights (1 casting shadows) 5 ambient lights, and 1 fog glare. And 3 crappy flares.

3Ghz P4, 6800gt, 1280x1024pixels, ultraquality, 4x anti-aliasing, approx 10-15fps.
My machine scored 1600 on 3Dmark 06.

psychojohno
01-19-2007, 07:19 AM
The latest shots looks far better! Infact it looks to me like some of the best environment work i have seen on these forums, and there has been some fantastic environment work! Its great that you are using doom to make something that isnt a black corridor!

modern
01-19-2007, 07:49 PM
http://www.jasondovey.com/images/shop2.jpg


http://www.jasondovey.com/images/shop3.jpg

Down to seven lights. 4 parallel, 2 ambient, and 1 fog glare.

modern
01-27-2007, 01:11 PM
http://www.jasondovey.com/portfolio/doom/door.jpg

Still real-time render in DoomIII. Using a very thin basic fog.

G0st
01-27-2007, 03:52 PM
gorgeous work

sagleon
02-01-2007, 06:43 PM
High quality work!

misterboogie
02-01-2007, 09:14 PM
Hotness!! Is that the same building in there duplicated a couple of times? Even if it is it looks great in these shots. You did a great job with the street. Is that bsp or imported mesh?

Your framerate is sucking. 1600 in 3D Mark06. Man you got to upgrade! Get an 8800gtx or gts. That will get you to at least 9K and at least 30fps.

I haven't seen very many outdoor levels with the Doom3 editor. I don't think the performance would be as great as an indoor level.

My only crit is the duplicated buildings but I'm guessing this is mainly a test.

obelisk
03-18-2007, 11:26 PM
My only crit is the duplicated buildings but I'm guessing this is mainly a test.

lol. london is THE CITY OF DUPLICATED BUILDINGS. i got really lost there a few times because so many of the streets feel like the rolling backdrop to a Roadrunner chase scene.

great work fella. fantastic mood. very inspiring stuff. still working on it?

cheers

-O

modern
03-19-2007, 10:52 AM
Thanks for the comments. Given severe constraints I have to find ways to maximise the reuse of materials and architecture. The duplicated buildings form a foundation for the scene.

modern
03-19-2007, 11:00 AM
http://www.jasondovey.com/portfolio/doom/factory_door.jpg

http://www.jasondovey.com/portfolio/doom/anglia_rusty.jpg

Some recent work on this personal project

B.T.
03-19-2007, 12:08 PM
that's one of the best daylight doom3 stuff I've seen! what kind of lighting-setup in radiant do you use? a large ambient and parallel lights?

mikebart
03-20-2007, 12:54 AM
That is the best daylight doom3 scene Ive seen.
hey modern, hows things? you're works looking as awesome as usual, im curious about the tree peering around the corner.
I think a subtle hint of tyre tracks would complete the car scene.
amazing stuff man, always an inspiration :)

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