UGAC - Master Chamber - Matski007


#1

[left]heya! the first competition ive ever entered on here, without sounding too depressed, i know my skills arent the best but im up for some fun.
Im too too great at sketching, i find it easier to just start modelling and making things up as i go along, probably not the best course of action but each to their own lol.

The story behind this is that it is a research facility on a planet, it will contain 3 levels all connected with each other, the top layer will stick out of the planets surface and the other buried in the ground

currently this has 3100 faces and 4778 vertices, can anyone tell me if it all has to be triangulated?
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#2

[left]some closer renders, added outer wall for this section:


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#3

this looks really cool, I like the idea.


#4

thanks i was originally going to purely focus on making this top section, however i think that would go against rules because it has to be one room, this is therefore going to be one massive room lol


#5

[left]<Abandoned Idea>


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#6

Geometry looks solid. Damn fine. Badass. But…

I can see how you’ll need to get even more creative on texture use than many other entries. You’ll burn through 10MB without breaking a sweat on the top tier alone. One almost has to ask, with your top so solid, why you’re doing a bottom at all?


#7

well i assumed that the challenge meant you had to create one whole room thus if i only created the top part, it wouldnt be finished, perhaps if there was like an electronic shield in place to technically cut off the top half from the lower, or go for a different idea and make it look like it goes down for miles and miles with no visible end (an idea which i prefer lol) and just make lots of sub levels and an intricate roof


#8

“Bottomless Pit”

You could fade to black or something to hide the bottom and not model it :smiley:


#9

[left]thats what im doing, got a quick render here, i used falsed perspective to make the hole look deeper than it is, a small rendering problem caused some odd lighting at the bottom because i couldnt be bothered waiting for Vray to render it lol just used lightworks:


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#10

another update, i started work on a section below the platforms and walkways, the idea is im going to make a few layers all connected with ladders or small elevators:


#11

a render with the second section in place and a few simple bodies to show scale:


#12

oops, accidently posted twice, darn internet


#13

Looking great! Keep up the progress!

-Azeiku


#14

hay its nice to see a truespace user m8

looking good so far


#15

started the top layer, this will eb like a control room with lots of computers, so far ive made the centre piece which is a holographic projector of the connected 3 sections, sounds like its going to be too big, but the sections arent too large:


#16

there is detail inside the holo emitter which i will probly get rid of because it wont be noticed hardly at all by a player, so i can reduce polygons, i will also remove the underside polygons of everything touching the floor


#17

That’s the spirit,

Never hurts to optimize

the lower chamber section with monitors looks great…


#18

[left]ok ive done most of the modelling now, gotta some more optimizing to do and then to texturing which isnt my strong point, but luckily im going for a very modern shiney surface feel to it (sterile) so it shouldnt be too hard, will be using a lot of masks for electric shielding and stuff though:

The idea is is that this complex is built within a planet and the top part sticks out, ill create a simple surface for it to view out of the windows, and ive just realisde i totally forgot to make some way od getting to each level lol whoops heh

oh and currently it is 6,919 faces, 19426 triangles when trangulated, just under the budget heh
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#19

[left]taught myself to unwrap meshes and texture today heh, now i can texture properly though my actual texture making skills arent too brilliant, tulk me an hour or so to figure it out and texture this:

but im incredibly happy with it heh, it has come out really well i reckon
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#20

another update, i have finished textureing the lower section of the room, tell me what you think: