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View Full Version : WIP environment - spaceport (image heavy?)


ultramedia
07-12-2009, 04:55 AM
Hey everyone,

Here are some screenshots from the world I am working on. It is part of a much bigger picture, but for now I'm just using it as a learning / practice exercise.

The first six screenshots are from the max viewport, but the terrain they are based on is made using the heightmap from a terrain in the Multiverse game engine. When I get the buildings textured (need some advice about that) I'll transfer them into Multiverse.

http://www.ultramedia.com.au/posts/spaceport_max_01.jpg
http://www.ultramedia.com.au/posts/spaceport_max_02.jpg
http://www.ultramedia.com.au/posts/spaceport_max_03.jpg
http://www.ultramedia.com.au/posts/spaceport_max_04.jpg
http://www.ultramedia.com.au/posts/spaceport_max_05.jpg
http://www.ultramedia.com.au/posts/spaceport_max_06.jpg

Here are two screenshots from the world editor to show what I have got going in Multiverse, and also to illustrate a problem I'm having.

http://www.ultramedia.com.au/posts/spaceport_multiverse_01.jpg
http://www.ultramedia.com.au/posts/spaceport_multiverse_02.jpg

The tower is made in sketchup which does a very good job of tiling smaller images over large surfaces. What I'd *like* to be able to do though is texture bake some AO into it to make it look even better. Problem is, it's so big that even with a 2048 x 2048 texture for the AO baking, up close it looks real blurry. (screenshot 6 is a close up of the tower with texture baked AO, screenshot 8 is a close up of the tower in multiverse before trying to use baked AO)

Can anyone offer any wit and wisdom concerning texture baking on large models?

ultramedia
07-12-2009, 05:02 AM
here's another ok shot coming into 'town' via the mountain rail line...

http://www.ultramedia.com.au/posts/spaceport_max_07.jpg

ultramedia
07-12-2009, 04:02 PM
wanted to see some texturing and lighting this weekend so I rushed these though...


http://www.ultramedia.com.au/posts/spaceport_max_08.jpghttp://www.ultramedia.com.au/posts/spaceport_max_10.jpghttp://www.ultramedia.com.au/posts/spaceport_max_09.jpg

http://www.ultramedia.com.au/posts/spaceport_max_11.jpghttp://www.ultramedia.com.au/posts/spaceport_max_12.jpghttp://www.ultramedia.com.au/posts/spaceport_max_13.jpghttp://www.ultramedia.com.au/posts/spaceport_max_14.jpg

gsokol
07-13-2009, 04:17 AM
I really don't like the building with the curvy arms coming off of it. It is way to big, and realistically, that building would probably topple over. I don't think it matches the style of the rest of the building at all and sticks out like a sore thumb. Other than that the concept is a cool idea. I think with an environment this large it will take a lot of work to really fill all of the space and to make it look like a dense/lived in/used place.

Keep at it!

ultramedia
07-13-2009, 08:12 AM
hey gsokol,

hmmm... the tower is the spaceport, the curvy arms are actually a spaceship docked at the port. I see your point though... Hopefully once I add textures to the ship, the distinction will be more obvious.

Re the addition of urban noise, yeah I've been worrying a little bit about that as in there's not much room down there in the cove to cram in a bunch of clutter. If anyone can suggest some reference images or artwork for this sort thing that'd be gold.

Ject
07-20-2009, 01:47 AM
About the urban noise, I dont know a lot about your engine, but if it allows multiple texture layers, I usually use the top layer as a 'Grunge' layer to break up the tiled textures and add a realistic touch. Just add (in Photoshop) some dirt or rust to that layer and some mildew growing in shadowed areas, maybe some stains and cracks on the sidewalk with a few papers to cover the tiling. If you want to get fancy, you can edit go to edit the UVW unwrap and create your grunge layer to perfectly match the shape of your geometry (assuming you have access to Max or a similar program where you can do this because I dont think Sketchup supports it). Add some cars and (since it looks like this is for a game) some crates (generators, cranes or the like, it just has to function as a crate :) ) I hope this helps make the texturing easier.

CADster
07-20-2009, 07:44 PM
i would look over your styles more.
while the ship looks fine and the buildings look fine.
both together seem to clash. some buildings look like today
while others are futuristic looking and the ship is very futuristic.

if thats the look you are going for, then carry on. you may be going for a
old space port with a newly built ship or something.

http://www.ultramedia.com.au/posts/spaceport_max_10.jpg
i would also check your heights. seems the track bedding is as tall as some of the
smaller windows, same for the grass edge and some other things. a 6ft figure stuck in as a human/alien reference works good for these
kinds of things.

but again it may be the look you are going for. if you dont walk around these places
and only see them from the air, then exaggerating heights or shapes in order to see detail from that far away is fine.