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#11 (permalink) |
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Game Art Student
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Been modelling the monster, and the mesh is nearly complete, but I keep chaning stuff because it didnt match the image in my head, so I decided to make some concept art to help my mind focus on the shapes
![]() ![]() pretty obvious that its still wip, hehe ![]()
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"Without geometry, life is pointless." |
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#12 (permalink) |
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Game Art Student
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finally had a little time to work on this.
![]() ![]() painted directly on the 128^2's this time. There is still room for improvement, I'm not ignoring that fact, but I have to move on an tweak the monster mesh and unwrap it.
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"Without geometry, life is pointless." |
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#13 (permalink) |
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Game Art Student
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I'm done modeling the monster, and currently UV mapping it. Since I added a helicopter my texture plan has changed. I now have the choice of a 384^2 or 512x256 texture space for the monster itself.
That leaves me with 2-3x 128^2 sheets (depending on my main texture choice). I'm running out of unique ideas for these sheets, so I'd like some input for some change. I've thought about doing some soldier silhouettes and alpha mapping some in. I've also though about making another skyscraper texture, perhaps for a destroyed building, or perhaps a 2nd tround tile. Or just give my vehicles more space? Any feedback on these ideas or own ideas would be pretty cool. Tonight and tomorrow will be the last days I'll be able to work on it, so I'm sort of hoping for some feedback.
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"Without geometry, life is pointless." |
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#14 (permalink) |
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Frequenter
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Hey Tom! Your scene is looking good!
As you've said, you will need pretty much space for godzilla. I dont think you need much more space for the vehicles actually as the focus will be on godzilla and the vehicles will be damn small in comparison. You should really do these silhouettes you are talking about, as it probably will give the whole scene much more life. I think its more important that you make another skyscraper texture to add some more variation. Maybe you can make a 64x64 texture with only 4 windows and tile it on a cube instead, you actually only need 1 window to tile it nice, so maybe 32x32 or maybe even 16x16. And for the vehicles you can maybe just make it 2 128x64 or something, then you can add alot more of them.I dont know if this helps at all, but I hope it does ![]() Keep up the good work! |
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#15 (permalink) |
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Game Art Student
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Thanks for the feedback. Its always good to hear that my ideas arent all that far out, so I'll keep on the current track.
The weakest part of my scene is definitly the enviroment itself, so yea, I'll have to focus on that. My main dislike with it, is that its not a confined space per se. I'm afraid thats my own fault when I chose this concept. I've even been considering making some tilable distant buildings on a plane so I could frame in the part of the city.
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"Without geometry, life is pointless." |
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#16 (permalink) |
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Game Art Student
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I just finished the unwrap and threw on some quick base colors (definitly not final, hehe), and drew some placeholder figures for the back "fins".
![]() lots of work still left. It will be quite the challange to make it seem big when it comes to the texturing. I chose the 256x512 resolution so that I wont be picked apart in judging by chosing a size thats not compatible with all graphic platforms. That leaves me with 2 128^2 sheets left to play with. The geometry is around 2800 so far, which leaves me room for another type of skyscraper and some other enviromental stuff. Its a great thing that each sky scraper only takes up 10 tris, so I can add or delete them to match the max requirements, and it wont seem totally out of place.
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"Without geometry, life is pointless." |
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#18 (permalink) |
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Game Art Student
![]() 183
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This is coming along well, you definitely picked a challenging subject! Nice work for managing to fit it all into your texture space. Id agree with the skyscraper comment, try and make them a bit more varied!
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www.3denvironment.co.uk |
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#19 (permalink) |
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Game Art Student
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Finally had a few hours to get this one closer to a finished state.
Technical status is: 2927 triangles spend Nearly all texture space spend. I have either one 64x32 or two 32^2 sheets left. I'm totally stessed with uni work at the moment, so most of the stuff will stay as it is now. I'll use the last texture space for making a new tilable pattern for the standard skyscrapers. The geometry I'll max out by cloning stuff and setting the enviroment for the final shot. Should be pretty easy as I have lots of boxes at 10 tris a piece and the soldiers are only 2 tris a piece. I'll spend the rest of my time on rigging the monster and generally setting the scene and lighting UNLESS I get some good feedback I cant resist so fire away!Now to the more fun part for the readers. screenshots: ![]() ![]() ![]() ![]()
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"Without geometry, life is pointless." |
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#20 (permalink) |
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Frequenter
![]() 109
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This is a great idea, and you've carried it off mostly. The tanks are my favourite bit of the scene,
love the style, but I think its already been mentioned that the skyscrapers look a bit sparse. The placement of your buildings will make or break this scene mate so I hope you get it right, it'll look great with a nice huddled jumble of buildings arranged to take full advantage of your camera angle. Nice one! Last edited by ploon; 06-12-2008 at 03:51 PM. |
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