View Full Version : Wip sci-fi fall out shelter
01-16-2007, 10:41 AM
Hi all, just started a new project. This is a military base fallout shelter. I am planning to make this a proper level for either crysis or ut2007 when it comes out and i can get my hands on the level editors :D
This is the first time i have used normal maps as i have only just figured out a way of getting them to show in the maya viewport, so these are all realtime viewport shots!
I wont post the wire because it is fairly messy and needs sorting and im fine with modelling its just the texturing that needs the crit aswell as whether its interesting or not!
Any ideas or crits you have please post them!
01-16-2007, 11:34 AM
It looks good so far. Obviously this scene is begging for lots of wires, and pipes with glossy paint work and rusty bits running the length of the corridor. However, it would be nice if you could inject something that sets it apart from the run of the mill.
If you dig arround on the above site, you might find some unique and original inspiration that you would otherwise find impossible to invent.
01-19-2007, 07:13 PM
thanks for the link modern, I have seen a few things on there i could do. Anyway i thaught i would load some of the my stuff into farcy. I have a few problems with hard edges and the normal maps looking poor compared to maya but heres a screen shot.
01-19-2007, 07:50 PM
It's a good start so far. I wouldn't worry about the normal maps until you've got the colour ones down good. The walls are looking rather bland right now. A bit of dirt, wear, scratch marks at a certain height, rust leaking from the roof, and other stuff would really help. Also that brown is extremely boring. Vary the colour somewhat, in patches, from top to bottom.
For the normal maps, it looks like Far Cry likes them to describe larger details, rather than as a grain booster. Try lowering the grain and boosting things like the lines in between the bricks.
01-20-2007, 12:06 AM
hey there psycho. I'm in agreement with modern. This looks kinda like you are creating stuff that is perhaps a bit too "inspired" by the history of the FPS. I think it would be a lot stronger if there was a greater sense of reality to the location. I'd dig around for some interesting reference. I prefer a different workflow than Synthesizer, I like to work on all maps in tandem, and build them all up iteratively. Nowadays, you'll sometimes have a really bland diffuse (aka colour) map and a much more interesting normal map.
01-29-2007, 05:07 PM
small update, havnt had much time. Changed the wall textures a bit aswell as the normal and specs, made some pipes, this shot is a hardware render from maya.
01-29-2007, 06:58 PM
Lighting looks good, but the color maps need work overall along with adding some specular maps and so on to give it a more life like feel.
Great start so far. I just picture wet walls when I think underground. Not water running down the walls wet, but moist!
01-29-2007, 06:58 PM
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