Ugac - Prop 101 - Jungle - Sek


#1

description of the game: a RTS in a wonderful but dangerous primeval world, where qaariors command armed dinosaurs and other tremendous beasts… short

Paraworld

well i didn’t find any informations about models that have been made a while ago, so i guess it’s ok, or at least a bit interesting for some of you :slight_smile:

ok here is a pretty old conceptsketch for the junglesetting

i’ll search for some models with less then 1000 Polygons, ok it will be hard to find such models, but i know we made some with less then 1000 Polygons :slight_smile:

or well to fit in the contest, i’ll create a 1000 Polygonversion out of a bridge i worked on :slight_smile:


#2

erm… are you sure that your allowed to do so? I mean by the SEK? I see, your an artist there, but…well, its content of a game that is yet to be released.
I’m not even sure i should be allowed to see this concept you posted…


#3

i asked, it is ok :slight_smile:

trust me, i’m not going to risk/loose my job with posting stuff i’m not allowed to :wink:


#4

You should do something new. :shrug: Recycling is just too easy to do…

Prove us you can do it. :scream:


#5

haha you are funny…:scream:
gimme some freetime and i could… i did hundreds of props, dozens of characters and dozens of animals for this game, i guess i can do it and don’t have to prove it :wink:
it is just if you are interested, if not… delete this thread, our E3 milestone plan is very tight, i don’t have the time for doing completely new models from scratch…


#6

please, post it!
this will be VERY interesting.
But try to get ones that fit within the specs of the Challenge…im curious if there will be normal maps or not :slight_smile:


#7

i am not allowed to show or tell anyone about normalmaps in our game yet so the models won’t have normalmaps, just simple texture (one 512 for a bunch of objects, hey it is a RTS not a shooter :D) and polygonal data…
as for the contest, as i said i’m going to search the models with less then 1000 polygons and do a version of a higher res bridge we did :slight_smile:


#8

ok have to go on with work (e3 isn’t waiting :frowning: )

here is a quick preview out of the engine, simple screenshot, nothing but the props in it :slight_smile:

sorry for the hard compression, internet rights are pretty limited here so i have to uplaod, and the maximum filesize is 97.7k :confused:

hope ypu can at least see something :slight_smile:

i’ll post a few closeups in the next few days…

rock on:buttrock:


#9

Ok I totally rebuilt the bridge, it had 6000 polygons and moving down from this would have taken more time then rebuilding it. Ok the textures arent new from scratch but the model is, worktime about an hour…

The bridge currently has about 999 polygons (didn#t want to waste the last one :D)

The vegetation is a mix of planes and billboards

anything else? ok i’m doing a wireshot now…

c/c are welcome :slight_smile:


#10

here is the wire :slight_smile:


#11

really nice. Can you post the texture files as well?


#12

ok it is a bit more then 512x512 :wink:
one 512x512 for the main model and 2 256x256 for the vegetation
the colored areas are not used by this model, so if you mix those 3 pages, its a bit more then 512 i gues… but just a tiny bit :smiley:
no speculars, no normalmaps

[edit] ok i checked it… its less then 512x512 :slight_smile: [/edit]


#13

Awsome stuff! I gotta learn to texture properly…


#14

Are those little blue things point lights?


#15

Hey sek really cool stuff !

Did you hand paint the vines ? I tried to do it yesterday and it really looked like poop. Do you have any ref pic that you could post ?


#16

nope :wink:

those are the referencepoints of our billboardsystem, the rectangle around them shows the size of the billboards, the point in this cross shows where the billboards are pinned

and if some is going to ask, the thing with the sek logo is our exporthelper :wink:

@schwinnz: everything is handpainted :slight_smile:


#17

this looks indeed very sweet :wink:

so you are finished , huh ?:wink:

bin mal auf das game gespannt :wink: wusste garnicht das sowas schönes in berlin entwickelt wird.


#18

Hey I wonder, are alpha maps usually double-sided? I mean in a game it sure looks like they are but I thought engines didn’t support that, so what’s the deal?:slight_smile:


#19

the engine just creates a second polygon on the back of the original, with a flipped normal, thats all :slight_smile:

oh and alphamaps aren’t always twosided, it depends on how you export your models to your engine, we can just tell the materialids if they should be 2sided or not, the engine does the rest


#20

:thumbsup: Neox your outstanding texture work complements your fairly simple modeling, excellent no crits on my end…

your lucky with this god awful (but challenging) poly limit :scream: