UGAC - PROP 101 - JUNGLE - MWarsame


#2

Alright, heres some colour sketches of the idea


I’m not sure if this is enough but I’ll add more stuff to it

this is another one that I also sketched

both in PS7, whenever you got fever, its harder than hard to control the mouse, hehe:) , maybe its me


#3

I started some tryouts,


the pole is working correct


camera kinda reminds one of those flying motorcycle future thing, I guess I made it too fat


#4

ok, gotta show you two things, the poly is attacked by a roots


guess I have wasted some tris there, the two pointy things are ment to be cobra heads, gotta work on that too

secondly, this texture thing is really cool, look what I did

EDIT: Forgot to mension, just the pole itself is 408tris which means if I copy the post for second it’ll go up to 816 and this is without the CCTV so I guess I’ll just use 1 pole:buttrock:

First time :thumbsup: but hay, its a test, not the actual stuff
enough for today, 12 says to got, me 11.2 days


#5

ok, heres the bridge with temporary texture,

wire


and

so far with the cctv pole its 644 tris

I came up with new stuff, its every players favourite, I wont tell ya now, keep watching

remember, those are temporary texture

more to come


#6

gettin better every update.
but i think i makes no sense to do the sides of the bridge with an alpha plane but leave the stairs modeled - you loose a lot of polys on those as well…


#7

Thanks for the reply Jobe, you’re saying I should model the stair square parts?
finally theres someone who reply guys :surprised

ok time to show you guys some crazy stuff :scream: , did you notice this, first time you take part on a challange theres lots of hastle, anyway

notice this, the previous bridge mesh was deleted, I had to redo it again because there were internal errors that the UV didn’t like, so heres the new bridge with new look



check this out, the UV looks like this

I got the black and white version for the alpha, I should get strong texture but I get see through texture strange huh?


#8

ok, heres one rendered version with TGA Alpha method on


#9

wow this is blurry :eek:
you should have more contrast in the alphachannel, it’s almost like a cross-eyed view…
can’t really say anything about it, its just too confusing right now… and it looks as if your renderer has problems with sorting all those alphas… thats crazy, 'cause i’ve only seen such problems with engines not with renders…


#10

I know neox :buttrock: scarry stuff ha, I gotta work on them again

check this out, when I lost the cctc idea, I had only a mesh worth 216tris, pretty low ay, so I came up with new stuff, I want a spinering position, check this out


a twin sniper block 428tris with a ladder 12tris making the whole scene including the bridge a 656tris, now don’t be put off of my weird texturing method, it’ll improve

another angle
I have to come up with a idea that fills the rest of 344tris so keep watching, this is still a prop

so this leaves me about 6days of texture work, UV layouts and final tweakings lets make that 5days

wow

fanially, heres one to end the day with, a non textured work


#11

why did you use boxes? o.O
you could use planes instead, this will give you a few more polys and won’t look different to what you have now :wink:


#12

Neox, once again, I am dumb, now why didn’t I use that
remember, I don’t know how to work with planes in truespace also, I think thats why I get the blurry thing, you know what they say, gotta learn from your mistakes

thanks though


#13

Hey M, instead of modelling an ‘intact’ bridge, a more interesting idea would be to have it derelict, so have most of it hanging down wth vines keeping it from falling. Just a thought.


#14

gavinneil, thanks man, see I am planning to do this :slight_smile: and I think a plane would do the job, so keep watching, more to come :scream:


#15

ok, 1h of unwrapping,

check this uv layout out :smiley:


#16

ok, you guys gotta check this out:

first of, this is 733tris, and that blurry stuff, I did the mistake, I had to increase the contrast of the grayscale alpha version, heres the UVs

I know, I know, texture needs work
I rendered with 3 different light setting so heres the result

sun fall


normal lightining


Bright version

ok, todays work is done, I’ll see what I’ll do tomorrow

you know what I’m thinking, I’m thinking to compose a little playable game, set on this prob, infact I’ll do that before the 16th:twisted:


#17

ooooook.
may the force be with you.


#18

alright, I promised to show a playable game which this prob is included, got started today and done the island, sky and sea thanks to my previous game’s code that I stopped.

when I said playable, nothing fance, just a walking FPS, navigating my prob
so heres some screenshot



I am a Blitz3D user, so lets see how far I could go
the island is empty, I know, gotta fill them up


#19

I think your textures need some more, um, omph? Right now they look terribly blurry. I think the edges of your alpha can be hard edges instead of the soft airbrushed look. And I think you can hand paint the randomness of the vines. It looks like you copied and moved them a few pixels over. If you painted that by hand a little more randomly it’ll give the vines more life.


#20

Thanks for the crits Jamihn, I haven’t done much to it, infact nothing at all, maan, time runs like mad

ok Final shots





one of the ones are during the game, alpha could work :buttrock: anyway, final conclusion, This prop is 744 tris, spent about a week and half, last 3-4 days, I haven’t done anything, some exam preperations and other stuffs. Thats it.


#21

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.