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#1 (permalink) |
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Game Art Student
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Competition #16 - Tom
Hey guys.
Since its so low requirements this time, I feel like I can squeeze this one in during the final streches of this semesters battles. My idea is to make a city as the lair for a huge monster like in the old monster movies, like "Godzilla". I hope it will qualify as a "lair", if not I'll have to go with my 2nd idea. The argument I'd like to use for the city being a lair is from the remake of "Godzilla": A city like (New York or w/e) is the only place where it can really hide. Enough on that, here is a little progress from me: A texture space plan: ![]() City mock up + tanks: ![]() I'm currently trying to decide on the actual monster...
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"Without geometry, life is pointless." |
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#2 (permalink) |
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Forum Leader
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Haha. YESSS!!!
Love the idea. Godzilla is the pwn.
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#4 (permalink) |
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Senior Member
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That is badass! I suggest using another 128 spot for a helicopter!
Also, if you put the skyscraper on a seperate sheet (you're allowed to do that, == advantage), you could save tons of texturespace (tile it), since there's a lot of repeating going on there.
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Last edited by Xoliul; 21-11-2008 at 09:02 AM. |
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#5 (permalink) |
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Amateur Artist
![]() 863
- 87
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There's a problem with the ground tile: if you tile it you have to place it in a separate sheet, or else you'll end up with godzilla appearing in the ground. That's tiling man. But if you do separate it you'll have a non-square texture sheet for godzilla, which is something that is at least unacceptable in most 3d engines. But if you put the godzilla in 384*384 and use the remaining 384*512 space squared around for more details, you'll end up with another problem: non-power of two textures, which is something at least unacceptable in most 3d engines. I think you can get away with it, but you have to make sure and ask the mods.
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#6 (permalink) |
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Game Art Student
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I know.. what I have there is my plan. but fear not, all my textures are on seperate sheets
thanks for the tips though.edit: I'm aware of the power of two possible error. I think I'll be using max's viewport for my final shot, so it wont be a problem. And the power of two is determined by the engine and gfx card. ATI can only do power of two, where nVidia can do dividable by four too (or any resolution perhaps). anyways, enough on that. Thanks for the feedback guys, much appriciated, however I have it under control ![]() Xoliul: yea, I have thought about a chopper, but I figured that it would destroy the already fragile "lair" image. I've even though about making some soldiers on a plane and using an alpha map.
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"Without geometry, life is pointless." Last edited by Tom; 21-11-2008 at 10:29 AM. |
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#8 (permalink) |
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Game Art Student
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Update time, been busy with university project and ehm.. shooting zombies.
Decided to make a little heli anyway. I think I need to make a new plan for my texture space. I'm not happy with my idea for the ground tile. not around the edges at least. Perhaps I'll make a little industry building or house to tone down the city scape around the edges. I'm also not all that happy with the detail loss I had when rescaling from 256^2 or 512^2 to 128^2. So I'll probably make the final textures right on the 128^2 sheets. ![]() ![]() I have started modelling the monster. Not exactly original, but it'll do. WIPs of that later on.
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"Without geometry, life is pointless." Last edited by Tom; 22-11-2008 at 07:59 PM. |
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#10 (permalink) |
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Game Art Student
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arh, decided to make Godzilla after all. I know it perhaps looks too much like the one in the remake, but thats the way I like it and I dont have much time :/ I'm trying to get a lot of animations done within the next few days for this semesters project.
and yeeess, its uber huge, but thats how I want it. exagurating is win.. or something :P Only missing arms + feet on the model. What you see in the scene is 2800 tris. A skyscraper = 10 tris, tank = 134, helicopter = 130, godzilla = ~800. ![]() ![]()
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"Without geometry, life is pointless." |
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