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#51 (permalink) |
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Artist
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Ya I worked on with the Source engine myself on a mod... and although it was generally a good engine, it was too bureaucratic.. the amount of bullshit you had to go through just to get a dam static mesh in game, my programmer had similar sort of problems, nothing seemed simple to impliment.
I am looking to get a new pc, at the moment my specs: - AMD 3800 X2 - 2 GB RAM - NVIDIA 7800 512 I understand the Crysis is a beast of game, but if I can use the engine to create basic environments I'd be happy.
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ibrahimwahab.com |
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#53 (permalink) |
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Artist
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Well I ended up nabbing the unrealED3, mainly because it was cheap... £15 for the special edition, which also came with 20 hourse worth of video tutorials for the engine. I think once this environment is finished I'll probably have a look at getting it in game, and considering the poly count for some of the static meshes I've seen in the dam game, i might even be able to crank up some more details for some of the objects on the scene.
Anyhoo, here's some more updates. - Added some more variation to the wall texture - Broke up the ground texture a little more, although the normal seems off. If you notice the bump on ground floor and compare it to the floor on top of the stairs, it looks inverted, even though they're both using the same normal map :s I'm hoping its just VRay having a hissy fit and that it'd look better in unreal. - Also added some lights along the stairs - Created a new security camera, although it comes to over 3k tris... too much? ![]()
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ibrahimwahab.com |
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#54 (permalink) |
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Artist
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Some texture updates this time round
![]() Texturing has always been my main flaw, so I would like some crit on this. I've done a fair bit of photo sourcing, particularly from the photos I took (points to poster and painted windows). Considering the style of texturing I'm doing on this (the dirty, grungy effect) I may also change the lighting to match the mood, perhaps a little more seedy. So whatta ya guys think so far.
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ibrahimwahab.com |
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#55 (permalink) |
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Artist
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The metal texture on the door/frame looks really nice but that wood is too bright in comparison. You can adjust the levels in PS so the lighting fits in better then the rest of your textures. Also how come the right plank of wood has a shadow 1/2 way across it?
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#56 (permalink) |
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Artist
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I was working on the victorian lamp post today, although I don't think I'll be putting this in the environment, may seem a little outta place - however, I'm looking to replace the current set of lamp posts, or at least trey an add more detail to the base.
![]() Again some small updates, improved the texture on the front doors of the place. I still think the ground needs a little something, something. ![]() Still planning on adding the following: - menu placeholder - spotlights placed on the walls - cigarette bin
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ibrahimwahab.com |
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#57 (permalink) |
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Artist
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Decided to go back to an earlier interior environment i was working on this morning, just to take a little break from the current piece.
![]() This piece is a work in progress too, and I'll probably finish it after the exterior piece is done, which I'm gonna get stuck in tonight after work. Critique?
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ibrahimwahab.com |
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#58 (permalink) |
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Artist
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Some more updates...
- Textured the bench (probably needs some adjustments - the green stain looks strange in this render :S ) - New lamp post, which needs texturing - Added some more variation on the ground texture with some dirt - Textured the stair lights - Set up a night scene render (probably will require some adjustments later on) ![]() I've still got to: - model and texture the rail on top of the building - model and texture the balustrade - texture the security camera - create a sky texture of some sorts I also feel like there should be something in the background... maybe some buildings... but i'll leave that for later. c&c please ![]()
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ibrahimwahab.com |
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#59 (permalink) |
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Artist
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ibrahimwahab.com |
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#60 (permalink) |
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Game-Artist.net Admin
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Starts to come together nicely
...I think the big lights are not bright enough though. The light is hardly visible on the floor, while you could get some nice contrast from them (like at the stairs, there's some nice lighting/shadowing going on there)
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