UGAC - Handheld Environment – 3rd person adventure – Ivars


#1

Not sure if I have the time to complete this, but I wanted to try something out atleast.

Here’s just a test I made.
The polycount is rather high, right now, because of the dense floormesh.
I’m using 2 64x64 8 color bitmaps. The statues are 49 faces each.

Well… not much to say right now… Let’s see where it goes from here…


#2

looks like a good start(im not sure if the ground is finished but it doesnt look like it)

also how did you get the alphamaps working in maya? im having problems implementing mine


#3

If you have an alpha channel in your texture (not using transparency, like PNG) Maya will automaticly connect it to the transparency of your material when you load in the texturefile for your diffuse, and it should show in the viewport.
Atleast that works for me…

The floor’s not finnished… nothing is :stuck_out_tongue:


#4

could do with an extra pillar top/base material to add uuuuummmmaaaaaammmmmee


#5

Not exactly sure what that means :stuck_out_tongue: but thanks for the suggestion :slight_smile:


#6

There are five primary taste sensations:

[ul]
[li]salty[/li]> [li]sour[/li]> [li]sweet[/li]> [li]bitter[/li]> [li]umami[/li]> [/ul]

just something a little left feil, i think its like savory, like beef.


#7

Haha, I see XD

Here’s an update:

Right now it’s a total of 1555 tris (the arcs are killing my polycount!!) but some of the object could be instanced. I’m almost using two 128*128, 8 color textures at the moment.

This is still just a test, I have to come up with a design for the layout of my level.

More to come…


#8

looking very nice there cant wait to see the rest;)


#9

Here’s a little update.

Atleast I’ve got an idea for a design now… This tower will be the final part of my level, where you’ll work your way throgh a castle, untill you finally reach this tower, and climb it on the outside. There’s also a room inside the tower, that I’ve allready modeled. But at this rate I’m gonna run out of polys fast (closing in on 3000 now… so I really have to think about how to design the rest of the level…

Anyways, no vertexcolors applied to the mesh this time, so it looks really flat, I’ll paint them when the whole thing is finished.


#10

I made this gate… You’re supposed to go through it to enter the crypts in the mountain… or something like that. :shrug:

It’s rather heavy… I might need to optimize it some more. Right now it’s 708 tris.
(Still no vertex colors)


#11

i quite like your style
what are the mapsizes? 128x128? or even bigger? or even multiple 64x64 maps?


#12

Thank you ^^

I’m currently using a total of approximatley 2½ 128:s
Well actually I’ve got one 128, four 64:s, six 32:s and three 16:s, but I’ve got alot of spare room on three of my 64:s that will be put into good use aswell :slight_smile: And all textures are 8 colors or less.

Here’s a quick test with some vertexcolors on the gate… I’m gonna put some more effort into painting them later.


#13

I like what you’ve started, should be fun to watch.


#14

Sex! I like the style alot, keep going!


#15

Not much to show, but I’ve made some of the crypt, and started on a grand hall.

And also I’ve made a character, with a runcycle.
The character is 298 triangles, including the weapons and there’s no skinning. I haven’t made a texture yet (obviously)

http://www.igorbazooka.com/3d/Run.avi (160 Kb)

I’m thinking of doing a faked ingame trailer with my level, the player haracter and a couple of enemies.


#16

- - - News Update on Deadline[b] - - -

[/b]Hope that helps!
[size=1]-Daren Loney
[/size]
I do not know how close you are to being finish;
But you have done some really amazing work so far…
If I were you, I would not worry to much about the animations and just finish the level.
You have one more week…
Hope to see it submitted.
:thumbsup:


#17

Looking great. Intresting technique.


#18

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