Game Art Mini Challenge #2 - Gate to a Tomb


#41

This mini challenge looks like it will be a lot of fun. I haven’t posted any of my works or entered any of the competitions here but I think I will try to enter this one.

Good luck to eveyone.


#42

pogonip: not only that, but, why do? any work that you wouldn’t want to put in a portfolio…

White Zulu: ( haha ) I have to say most of the time as a working professional, I would imagine that you had to work with other peoples ideas a lot, so it is good practice to place work from challenges in a portfolio. or even from other people concepts, hints the use of concept artists wouldn’t you think?

every body doing wip, great progress… :wink:


#43

:wise: :eek: :applause: :hmm: :argh:


#44

Polygoo: How about starting your own wip thread. Dont swamp this one with lots of pics, It’ll get messy. (hell, its messy now)

Edit you post please, otherwise everyone might start doing this.

I’ll reserve the c&c for your thread then :wink:


#45

I agree, it did get messy quick. :smiley:

I think in a day or 2 I’ll open up a final’s thread. Until then, get those WIP threads a goin’!!


#46

Cheers polygoo :beer:


#47

one question

when modeling game models do they have to be one mesh or can they be a combination of a few meshes?


#48

There isn’t really one right way to do it. You could probably save polys in some instances by having different meshes. Just depends on what you are doing.


#49

ah ok good to know,

what is this vertex lighting for creating shadows some people talk about?


#50

Being new to 3D and a Maya user I would really apreciate this!!! Thanks in advance!


#51

you too Supervlieg :thumbsup: I figured that the topic would get too crowded… didnt find the time to repost yet but will soon.


#52

Hi, All
I was just wondering, how could i post my finished render to enter the competition?
there is a text here saying that i could not post attachments… :sad:
thanks for the reply
cheers
H.A. :thumbsup:


#53

Hi All :applause:
i was just wondering how do i put my renders on this thread to enter this mini challenge?
i have a text saying here that i could not post attachments… :sad:
thanks for any replies!
cheers
H.A.


#54

You can paint on your own shadowing by using vertex paint. The models will be unlit because basically you paint the light/shadow on there.

Cool, still have some c&c lined up for you when you have the thread.

Hey penance, start a wip thread, and post your pics there. If you put them on a server you can link to them so they show up. Check this thread out on hosting solutions. If you want to attach stuff they have to be under a certain filesize.


#55

Hi to all.
Here is my entry.

Program : 3dsmax.
Faces : 592
Haven’t done the textures yet.


#56

Hi all.

I really really need some help with all this vertex prelighting stuff.

Basically I have my mesh - it’s a single, solid, welded mesh, which has been textured individually for each poly using UVWMap and then colapsed back to an Editable Mesh (so the UVWMapping is saved onto the mesh). I have 3 lights in the scene, 1 direct light, 1 slot light and one omni light. It all looks super cool.

Now, what needs to be done to fulfil this prelighting requirement of the challenge?

I tried texture baking, but that is totally out of the question considering we are only allowed 1 x 128x128 texture and obviously we are allowed to tile it, so this seems like the wrong path to take.

I’ve been reading up about vertex lighting, but it’s totally confusing me.

I’m using max 6

Ok so what do I need to do next to get this scene “pre-lighted”?

Thanks in advance


#57

oh, and the textures have bump maps applied to them (the same map as the diffuse, so no extra “files” have been used) - can these be included in this prelighting as well?


#58

I’m working on a tutorial for prelighting in Maya, but I haven’t figured out the tools yet in Max, so that’ll have to wait. This tutorial is taking a little while, there’s lots to do, and it’s getting pretty wordy. Give me a couple of days.

To address your questions, prelighting only changes the colour of your verticies. Bumps likely won’t do much at all. Colour maps can usually affect the prelighting, if you use the settings to tell it to, but I usually recommend for you to not check that setting, as your texture will show through the lighting anyways.

If anyone has any insights for prelighting in Max, could you post them here?

In the meantime, mothermachine, you could try the max forum, they appear to be quite helpful.


#59

Cheers Dargon.

I’ve had a look through the max forums but all the vertex lighting questions seem to be more “theres a bug” or “problem with it” kinda threads not “what is it, how do i use it”

cant seem to dig up any tutorials either. google was my best friend until now! :slight_smile:

yes please - a big plea to all MAX users - please post pre-lighting tutorials for MAX here!


#60

Not really a complete vertex lighting tutorial but it explain the basis:
http://www.planetunreal.com/phalanx/tut’s/tutorial_vertex.htm
http://www.unreal.fr/tutoriaux/vertex_lighting.php (same one in french)

Hope it’ll help a little.

I also think that Max’s help has a good explaination about vertex lighting