GAC – Juggernaut Vehicle –Stefan Morrell


#1

I’ll be working on a hovercraft/prison ship design…or…hmm

…yet to work out the final level design so I’ve been working instead on a workflow for using normal mapping via Zmapper,these columns will easily be instanced around for quick detail…currently they are using a 512 map but might drop down to 256
6 tris & 2 instanced objects

this set will be a heavy mix of scifi & grunge :slight_smile:


#2


#3

Now that is instancing!


#4

heh .instance,rotate,instance,rotate :slight_smile:

btw,I’m using 3dsmax8 for modelling & real time normal map viewing


#5

progress

started the main room which is a cellblock,each cell(bars,bunks,sinks etc) are instanced…scifi bits & pieces will be added to this room later

scene uses two 512x texture maps,the bars are using the texture from the floor :wink:


#6

working on the overall layout …


#7

ow my god

it reminds me of that really good sci fi prison film, I can’t remember


#8

Yeah great job so far :slight_smile: I like how simple the textures are so far but works really well.


#9

total count so far is 9420 tris…2 thirds are instanced


#10

hey this is looking sick!!! I like it a lot . cant wait to see more.


#11

yeah I agree! Looking very much like stuff in halflife and other games out right now which is good!


#12

half life2 is an obvious influence for me:thumbsup:

here’s some texture progress on the bunk beds…all the beds will be normal mapped with this ZBrush sculpt


#13

looking really good man! Hey do you know any good tutorials on how to do the normal maping that I could go check out??


#14

Hi Matellis
for normal mapping I’m using the free Nvidia photoshop plugin or the zbrush plugin(ZMapper),presets were incuded so I’m using more or less default settings for 3dsmax

another method I’ve used on other projects was building a high res & projecting onto low res in Max

the easiest method I’ve found is generating a normal map from a height map using the photoshop plugin

here’s a good thread here about normal maps:
http://forums.cgsociety.org/showthread.php?t=129627
& here’s the plugin:
http://developer.nvidia.com/object/nv_texture_tools.html

does anyone know how to do volumetric lighting like they do in the source games?(is it vertex colour?or texture maps?)…I would love to get some volume lighting in the cell block


#15

started on the long hallway…working on some kind of tech objects to add to the walls…maybe scifi light fittings?:shrug:


#16

& an overall shot of everything so far


#17

Cool

Have you made levels for games? I would honestly recommend for you to get UT2K4 and mess with unrealed a bit and import some stuff etc. Your art peices would go right in pretty much. The only thing you might be need to do is creat most of the rooms as a bsp.


#18

no,never worked in the games industry(allways open for offers though ;))…& this is my first model designed specifically lowpoly & as a game environment.in fact I’m not even much of a gamer(I can count on one hand all the games I’ve played this year,lol)

I have made lots of environments before though & by nature keep them low-poly,& have also read all the game design books so have a fair understanding of how to model for a game

“I would honestly recommend for you to get UT2K4 and mess with unrealed a bit and import some stuff”

I’ve never played unreal,counterstrike source gets all my attention lately,might look into it though…I opened the hammer editor once but have never looked into how to import my own models

update…another corridor render,texturing,lighting & modelling at the same time makes it all alot faster for me
gonna add some heavy scifi doors to this corridor…& possibly make it longer…but the poly count is still very low & lots of details can be added :slight_smile:

Cheers


#19

This is amazing
:eek:


#20

your textures are great man!! I know one thing mine arnt going to come anywhere close to that!! damn
I was wondering if you bake your lights into your textures??