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softdistortion
05-08-2007, 12:24 AM
Been watching all of the great work in here and am finally posting something too. :)

A friend asked me to help out on his game design by providing some environment texturing.
He sent the model and asked for a painterly look. So here is the first WIP on a column that is repeated throughout the set.

http://softdist.rwpreviews.com/flupw/11785836498719_Pillar_02.jpg

Needed to post somewhere to keep me feeling obligated to update. :D

DogmaD
05-08-2007, 08:49 AM
Well, you already know I think it looks awesome :D. We will probably get some more replies as we move along and have some more material to show. I have made quite some progress with the model for the main character, will finish the modeling stage later this week. I might show it here too :). Oh, don't forget to post a wire shot, people always want a wire shot, hehe.

softdistortion
05-08-2007, 02:47 PM
hehe...you found the post. :)
Glad you like it...will include wires with next update. :buttrock:

itsallgoode9
05-08-2007, 03:33 PM
you're gonna have big problems when seeing that in a lit environment. you need to find a texture that doesn't have those strong highlights and shadows. With the texture you have, unless you face every column towards the lightsource, the lighting will look incorrect and make your scene very unconvincing.

softdistortion
05-08-2007, 04:09 PM
Good points itsallgoode9.
More tips comments welcome.

softdistortion
05-19-2007, 04:35 PM
Dogma- Can I get the rest of the model updates to crank this level out over the coming week...also I need to know the max texture budget. :thumbsup:

DogmaD
05-21-2007, 09:57 AM
Dogma- Can I get the rest of the model updates to crank this level out over the coming week...also I need to know the max texture budget. :thumbsup:

Sent you a pm :). As for texture budget. Quite easy, keep the texture sheets at 4096 and lower. Try to place multiple textures in a single sheet and reuse them. This will save texture swaps, and speed up the engine. No need to be zealous yet though, as this is more of a tech demo environment, and speed is not that important yet :).

As for the future. Textures for single objects should be around 1024 and lower, the more you do with less, the better. This is because if the game is going to be distributed through live arcade, we have to be careful to keep the game below 128 MB.

softdistortion
05-28-2007, 11:50 PM
Thanks Dogma.

This will still get a fair bit of work and polish, but wanted to show some set progress.
Trees are temp.

http://softdist.rwpreviews.com/flupw/11803959585810_Scene_03D_01.jpg

Dogma - I Fixed (but will still furthur tweak) that overbrown ground color ...was coming form a light that had been flipped the wrong way. :argh:
Now the brown , groundslide soil has a better contrast:)

softdistortion
05-31-2007, 09:14 PM
Dogma- I missed you on MSN....wanted to show some progress on the tunnel.

I added some cave-in dirt to block off the back open end of the tunnel. Which got me thinking it would maybe be a good place to let players wander into...maybe make it even deeper? ...Maybe hide a power up or something in there for players to find?

http://softdist.rwpreviews.com/flupw/11806458338350_arch_01.jpg

http://softdist.rwpreviews.com/flupw/11806463696205_arch_02.jpg

DogmaD
06-05-2007, 03:38 PM
Awesome :D. Sorry for not replying earlier. I was ill :sad:. I have been coding mostly. Got animation/skinning in the game, including bounding boxes collision for each bone. Also working on the render system solution. So it won't be long or we can put this all in the game.

softdistortion
06-07-2007, 02:19 PM
Thanx...hope you're feeling better with all that work being done :)

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