UGAC - Master Chamber - ASWDesign


#1

Title - Locker Room
Style - FPS (First Person Shooter)

With more and more urban combat, room clearing is essential training skill needed for seeking out the enermy, never done game art before thought i would give it a shot thinking of a locker room which will just be a “A-B” room that is shot up so it can set the scene or mood for what the player is going to be experencing next.

Concept idea will most likely change! really clueless on this topic.

ASW


#2

Here is a Photoshop Blocking job of what im thinking of doing, it is going to turn out to be a guard room where they monitor security camreas, where they can get changed and also play a game of cards, turning out much harder then i orginaly thought should push my limits!


#3

Here are the Lockers, seven of them so far, “96” Tris 256x256 normal map! (High res is 51456 Tris)

To me the normal map looks a bit funny but what the hell.


#4

The lock is textured, 512x512 still needs some work but getting it down!


#5

Whats the wireframe look like on the locker? It looks like a 12tri box?


#6

yeah its just a 12tri box, nothing special? is that orite? i have never done game art so i dont really know what im in for…eeeep

ASW


#7

With a locker room, you can easily get into “Halo” syndrome where every object looks too close to one another. While it would be okay in a scene like mine where obviously 24 different lights don’t need to look different from each other, in a scene like yours, it CAN visually repeat quite easily. My suggestion is to create a more in depth locker, setting a tri target for about 150-200 polygons. This is for the inside and outside. Don’t be afraid to cut some holes in the door, model the lock, or even model an inside. From there, look into creating a random array of various paper and picture “stickers” to throw randomly on the lockers themselves. Have some open, some closed. Make it appear like it’s not just a locker room but rather one that has fallen apart from years of no use. That will be your best shot with you scene. Make it more varied.

I mean, looking at the layout of your scene, you have a hell of a lot more space to go wild with polygons than textures.


#8

Looks good so far. The one locker that is sitting mostly horizontal looks like the texture should be flipped the other direction. Right now the bottom is the higher side of the two. Which would mean that it didn’t just fall over. Or it did and the bottom bounced up. :wink: Granted, it’s just a WIP. But thought I would say something. :wink:

Keep up the good work! I like the colorized texture for the locker.
-Azeiku


#9

You said 96 tris and I thought that meant 96 tris for each locker :smiley:

They look fine, although I would highly reccomend doing 3 different versions with different fronts, it’ll probably take 256x512, but it’ll let you break up the variation a lot more. You can keep the sides and the backs and tops the same, but change up the front piece since tha’ts the most prominent part. You can see what I mean with the filing cabinets I did - there are 5 different drawers for 9 different slots.


#10

personally, if i were really concerned about the repetition, i would either do blocks of lockers in addition to a single, or only do two. unless there’s something about the lockers that’s going to make people go up to it and go “well looky here, they just instanced the same object” i doubt anyone will notice much. i would say move on for now, and if you need to do more work on it later, do so. it looks fine to me.


#11

Since he’s doing a locker room he’s going to probably have at least a dozen of them, and if they all have stickers/scratches in the same spot it will tile terribly. 2 or 3 variants of the front will allow him to mix and match a ton while not costing much texture memory at all.


#12

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