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…
Ugac - Prop 101 - Jungle - Sek
i asked, it is ok 
trust me, i’m not going to risk/loose my job with posting stuff i’m not allowed to 
You should do something new. :shrug: Recycling is just too easy to do…
Prove us you can do it. 
haha you are funny…
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 
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…
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 
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 
ok have to go on with work (e3 isn’t waiting
)
here is a quick preview out of the engine, simple screenshot, nothing but the props in it 
sorry for the hard compression, internet rights are pretty limited here so i have to uplaod, and the maximum filesize is 97.7k 
hope ypu can at least see something 
i’ll post a few closeups in the next few days…
rock on:buttrock:
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 
ok it is a bit more then 512x512 
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 
no speculars, no normalmaps
[edit] ok i checked it… its less then 512x512
[/edit]
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 ?
nope 
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 
@schwinnz: everything is handpainted 
this looks indeed very sweet 
so you are finished , huh ?
bin mal auf das game gespannt
wusste garnicht das sowas schönes in berlin entwickelt wird.
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?
the engine just creates a second polygon on the back of the original, with a flipped normal, thats all 
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
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 