Level: Cave

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Old 05 May 2004   #1
Level: Cave *updated

Started this a couple days ago. The guys thrown in there to show scale. Blue crystals are going to be the light sources. I'd like to hear your thoughts on what could be added or changed. Still got a ways to go. Right now it is roughly 6000 tris.

*edit* images removed, new ones below
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Last edited by toddiej : 05 May 2004 at 08:02 AM.
 
Old 05 May 2004   #2
would be easier to crit if we knew what kind/type of game it it's for...

looks good though
 
Old 05 May 2004   #3
platformer type game, sort of like jak and daxter or maximo
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Old 05 May 2004   #4
Looks pretty good
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Old 05 May 2004   #5
Awesome start! I could tell right away this was a level for a platformer. The design is intuitive enough that I can see how to get to each area as well, good job! This reminds me a lot of an ice cave level I designed a while back for a ps2 game. Great to see another platform designer on the board.
What game/system is this for? If I smash that pile of rocks do I get to a secret area?
My only real crit is the one bridge seems a bit out of place, unless of course you plan to use more of these in other areas of the level. It's odd to have one 'built' item in the whole area.
 
Old 05 May 2004   #6
Looks good. Are the platforms going to be like islands floating in space or more like attached to the rock walls?
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Old 05 May 2004   #7
Thanks for your comments guys

GradiusCancer- Man I wish this was for a game, still a student. This is a project for a class. You would be correct in assuming that what lies behind the pile of rocks is a secret : ). Good point with the bridge. Not finished with the main parts yet. I'll probably incorporate some more bridges.

marque_pierre- the platforms are part of the side of the cave. Hopefully lighting will make this clear.
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Old 05 May 2004   #8
Talking Nice!

Cool. Maximo and Jak happen to be very influencial in my work. I like the simple-geometry-but-great-design way of doing game art. Keep me posted. Definately look forward to a textured version!


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Old 05 May 2004   #9
Cool, are there gonna be any areas that break away?
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Old 05 May 2004   #10
update

*updated*

all the main parts are in place, gonna start on lighting and texturing soon







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Old 05 May 2004   #11
Looking good, any chance of a wireframe?
 
Old 05 May 2004   #12
I agree, looking good

UV-mapping all this stuff will be a lot of work. That's why I usually build a fully textured 'prototype' block which I use as the base for all geometry. If I need to make 8 different walls for example, it's much faster to make a single textured version first and use that to build the other wall pieces, because the uv-coordinates can be reused most of the time. Also, when you apply the textures you will probably see some things you can improve in the geometry too.

So workflow is something like this:

- Concept sketches (not done by me )
- Build a very rough model
- Create temp textures
- Uv-map and put textures on
- build cleaner 'prototype' model
- create good textures
- Tweak UV maps
- use the prototype model to create multiple variations

Remember that you can do a lot of good stuff with vertex colors. You can quickly add very soft shadow areas and nice gradients while your textures are still tiling.
 
Old 05 May 2004   #13
you could export this to shockwave and make it a playable level rather easily, looks good so far.
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Old 05 May 2004   #14
Question Vertex coloring

Marcel,
on the topic of vertex coloring, been looking for a good tutorial on how to do this with MAYA. Know any?

Thanks.

This scene is gonna look pretty bad-ass with the textures! Can't wait.
 
Old 05 May 2004   #15
I don't know any tutorials on vertex coloring, but it's easy enough to do. You can assign the colors by hand in the component editor, you can paint them with the 'paint vertex color tool' and you can use the 'apply vertex color' on a set of selected vertices.

I use the shelf by Mark Hovland a lot, because the vertex color can get turned of when switching viewport layouts. The shelf is in this thread:
http://www.cgtalk.com/forumdisplay.php?s=&forumid=89

There is also a script that enables you to tone the vertex colors (tweak the color while leaving the luminosity intact). It's a long while since I downloaded it, but think it is this one:
http://www.highend3d.com/files/dl.3...el&file_id=2102

After having all the tools it's just a matter of add dark spots at places for shadows. Adding gradients on surfaces can also look good, because it breaks up the tiling pattern of the texture.
 
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