GAC – Juggernaut Vehicle –Stefan Morrell


#21

Wow Stefan, you’re modeling and texturing look very nice and you’ve done an excellent job of polygon distribution. I’m really digging this environment.

Now that I’ve said that, the biggest crit I can think of is that this environment looks more like a building then a vehicle. I say this mainly because the textures have more of a stony, concrete look to them as opposed to a matte metal feel. Thinking of how vehicles are built, I think the “bump” value needs to be toned down somewhat.

Of course since this is still a WIP, I’ll reserve final judgement until this is further along. I DO look forward to seeing what you have in store! :slight_smile:


#22

cheers guys :slight_smile:

A. Majewski…I agree completely about it looking too ‘land-based’,
this is a problem I hope to fix with the scifi details,I might need to move onto the exterior to get a better feel for the overall structure too,I’m thinking it’s a vast slowly moving craft,(so big that concrete can easily be used without weight restrictions)
the ‘pillar of autumn’ exterior was made after all the interiors were done first so I’m in good company…haha

Matellis
as it’s all tiled textures there’s not really anywhere I can use baking at the moment
heres the 3 texture maps used in the hallways & cellblock,scaled down 50% for posting here
The lighting plays a huge part too…I’m using pools of coloured lights to guide the player through the level


#23

Man you should really do a few levels… Get one of your fav engines… And at least do one level. That would be awesome for your port imo and you have a lot of things covered already which is really cool. I have seen your other works and all are great pieces. You would be a high asset as a level designer atm. I say this since I know for a fact that companies are looking for level designers not character designers. In most cases you will not be involved with level design but environment art which is pretty much the thing your doing atm. You are quick and have a clean style. Sorry for being excited but you should really think about it and test it out. Looking forward to more.
[color=white][/color]
[color=white]Seriously companies are starving and want level designers to feed the next gen need.
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#24

Added my subscription to this, it’s looking sweet :slight_smile: Looking forward to seeing more of it!


#25

and the winner of the Juggernaut Vehicle GAC is…
:thumbsup:


#26

Desp#2/Rog…hey thanks for the kind words :),The games industry is tough from what I’ve heard…(crunchtime comes to mind) but I would get a kick out of wandering around this environment inside an engine,I’d also have a better understanding on what works & doesnt for gameplay :slight_smile: .it’s one thing to make it look pretty but it has to play well too

zem…heh,I dont think there are any winnners or losers in these challenges…it’s all for learning

here’s more progress,this door I expect to instance over the whole set several times,not too happy with it’s normal map though which really should have beeen generated from a high res mesh rather than from the diffuse texture, might dirty up the door some more…it’s also a static door so can’t be opened
I might also widen a section of that hallway so this door has more visual impact to the player

if you look hard enough you can see alot of parts in this doorway have been cut out of the column from the first post on the previous page

Cheers
Stefan

*still wondering how to go about volume lighting for a game engine,searched all over the net to find out how Valve are doing it,they seem to have particles floating around there volume lights too


#27

Dude… duuuuuuuude. :buttrock:


#28

http://www.hl2world.com/wiki/index.php/Spotlight_beam

Check this out, I think it might be what you’re looking for. The particles, I think, are a func_dustmote, tied to a brush with nodraw on it. Check this thread…

http://www.hl2world.com/bbs/dust-tunnel-vt35705.html?highlight=light+particle

Level is looking good. I’d like to see what it looks like in Source, though, if you know how to use it. These are 3dmax renders atm, correct?

-Zack


#29

I decided once I get to the textures ill use the UGAC thing also on my stuff :slight_smile:

It looks like a real logo for a miltary scifi thing.


#30

fantastic work man.


#31

quick update…have to put this model aside till the weekend

orko60…cheers man,that’s exactly what I needed…
“I’d like to see what it looks like in Source, though, if you know how to use it”
me too :)…I have source but haven’t ever put one of my own models in there,all renders are in Max,just using omnis & scanline

Desp#2/Rog…heh,it was bound to happen,btw some awesome work on your site,I remember the 1920 environment from seeing it here,are all the environments on your site for unreal?..& what kind of polycount goes into them


#32

& a close up…the corridor is now wider & longer

the vents on the walls are made from the floor tiles :slight_smile:


#33

If I used Max, I would help you get it into Source, but I’m a Maya user. Actually, nothing that’s in your level couldn’t be done easily using bsp brushes in Hammer, and just use the textures that you have on there now. It would just be a huge pain in the butt, and it looks so beautiful as it is.

BTW, what’s the game industry like there in NZ these days? I had inquired about 3 years ago at a bunch of different companies, and it was very much in its infancy. Just wondering if there’s been any growth lately (I plan to move there one day).

-zAck


#34

I had a brief look at getting into source earlier & it doesnt look easy,from what I understand I need to be using XSI(free vesrsion)…so I convert the max files to xsi format then use xsi to get a file that source(hammer) can read
if time permits I’ll have a go at it
also donwloading the 3dbuzz halflife videos to get a better understanding

“BTW, what’s the game industry like there in NZ these days? I had inquired about 3 years ago at a bunch of different companies, and it was very much in its infancy”

honestly I wouldnt know,havent really paid much attention to our games industry…the film side of things is going strong though…not to mention lots of dancing cereal boxes in the advertisement industry :slight_smile:

Cheers


#35

hey man nice job and i like it…now i am new to the gaming can u please tell me how have u used u 4 available 1024 textures …(rule book)…i ment how have u place ur textures …tiles …i hop i am not confusing u …
regards
Ankit( Photons )


#36

Well, what can I say, it looks spectacular. One crit though. To me, the doors look slightly “cartoony”, next to the boxes on the wall. I think you could benefit from fading the black lines in the door. As you are using great quality normal maps, I don’t think that you have to color in cracks and lines that hard and dark.

If you compare the black lines around “Cellblock B” and the lines on the boxes, the lines on the boxes are fitting better into the image.

Still a great door, though:)


#37

good point on the black lines Zem…fortunately they are all in there own layer in photoshop so I might try fading them back a little,I agree they are too black.
the normal map wasn’t what I was hoping for the with the doors,put it down to generating from the diffuse tex rather than any high-res mesh

photons…I’m breaking all the 1024’s down to 512 & tilin them,can’t see any need for a 1024 map on the interior…so four 512 maps combined would be one 1024(or four 256 maps would equal 512)

if you look at the floor you can see it’s made in a gridlike fashion…each square gets a ‘face’ uv map & is assigned the texture…all the textures so far are tiled…the walls & ceiling all use this method
another method I’m using is called (I think) ‘thirding’…or at least a variation of it,where I’m only using a portion of the texture map,the cell bars would be a good example as they are using the floor texture,but only the part with the white striped paint
ditto some of the parts around the doors which have been cut out of the scifi column thingies :slight_smile:

I’m saving one 1024 for the exterior of the ship…with any luck the exterior will be the only part that needs unwrapping

Cheers


#38

managed to get some more done on this today :slight_smile:

& made two new textures at 256x256
the small door uses the same texture from the earlier double doors…lots of instancing in this scene

Cheers


#39

aw my god :eek:

that is so awesome man, would love to play in that level, started to lay some texture on mine, and the outcome is terrible man, can I ask when you are tiling things and the you need a wall to have multi texture tiles, would you add a edge on that part?

well done, can’t wait to see more dude


#40

I started with a single square polygon(plane) that had a face map & texture aplied.make sure it’s at a decent size to carry a 512 map…then shift that poly around as an element(weld the verts afterwards),…when your tiling I think it’s important to keep all polys the same size
so all the walls,floors & ceiling are all the same single poly I started with …just cloned many,many times…

I guess if I were really smart all the polys that make up the walls & floors could be seperate elements & be an instance of the first poly,lol.