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View Full Version : "Bladerunner" Street Scene WIP


Cantala
11-16-2008, 04:45 PM
My first game environment, no lighting, mood and only some textures, I'd love some crits / advice!

http://3d-sculptor.com/bladerunner/whitedragonwhole.png

Cantala
11-17-2008, 04:22 PM
And Update:

Reduced Poly Count, More Neons, Basic Lighting Started

http://3d-sculptor.com/bladerunner/whitedragon2.png


http://3d-sculptor.com/bladerunner/posting2wires1.jpg

Cantala
11-24-2008, 11:39 PM
Update:

Lighting
Fog
More Textures


http://3d-sculptor.com/bladerunner/bladerunnermed.png

Digitalwerk
11-26-2008, 01:05 AM
good start so far, i see which part you want to build.

Advice:

For all the bottles in the background - i donīt know how close the "player" can get there, if you canīt go there, maybe you can reduce the overall polycount by using a texture. Some fake bottles behind glass texture.

The bar itself, i think the table of the bar is a little bit too thin.


Keep up working on it, iīm looking foward to this.

WOLO
11-26-2008, 02:48 AM
For the bottles you could always have a repeating bottle texture card with alpha and parallax, and then have a few 'half bottles' like so:

http://img206.imageshack.us/img206/507/lololololoeb4.png

and it will look good no matter how far away the player cam is.

Cantala
11-26-2008, 02:22 PM
Thanks for the feedback!


About the bottles, originally I had envisioned if the player being able to shoot the bottles if they want to.

I'll take a look at the width of the bar in the movie, and see how wide it really is.

WOLO
11-26-2008, 06:31 PM
Heh, shooting them would be sweet. Try out some destructable bottle-planes behind a few cylinder bottles, in my experience that's the best you're going to get, and it'll probably look better than the one single plane anyway.