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#11 (permalink) |
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Senior Member
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Hi,
Thanks for the comments! Totally agree with you kaburan/HP the cables need to be modified, I just flipped them for speed really, they are all going to need to be recreated once I get round to making the final asset. Thanks for the support. Chris |
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#12 (permalink) |
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Senior Member
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Well I made a little more progress, time is difficult. Only maybe get about 1 to 1 1/2 hour to spend on this stuff a night, but I enjoy it so if I dont finish in time, no biggie.
Well I have thrown a quick tile test together, the texture needs a lot more work, but will do for now as a placeholder. Its basically a plane with diffuse, normal and spec. ![]() Cheers Chris |
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#14 (permalink) |
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Frequenter
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Any reason why you want to have your COMPLETED scene 2048x2048 rather than 4096x4096? I understand your need to save texture memory but your completed scene 2048x2048? It doesn't make sense to me. Perhaps I'm missing something.
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| The Following User Says Thank You to Casey Jones For This Useful Post: |
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#15 (permalink) |
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Frequenter
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- 12
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Most likely because if this were a game environment, a scene this size wouldn't need to be much higher rez than 2048x2048 total. That's 4 1024x's or 16 512's...plenty for something of this scale. The idea of this competition for a lot of people transcends the competition and plays into work for a portfolio, and if you go buck wild on a small scene, it won't showcase your game art/optimization skills.
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| The Following User Says Thank You to Medestruit For This Useful Post: |
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#18 (permalink) |
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Senior Member
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Hi all,
Thanks for the replys. Casey: Medestruit is pretty much right (thanks), I wanted to create an environment that is not just a still image of the scene but a 'Complete' ingame environment (well as complete as I can finish it in the next 20 odd days, lol). In the end I want it to be a walkable environment, like an ut3 level, think one on one/2 v 2 map. I think that the budget that has been set is very generous for most environments, obviously that depends on size of level, walkable areas, etc. The long and short of it is I dont just want to unwrap the whole scene to a massive texture, as I feel that this is not really done in games at the moment (id's Rage engine aside ofcourse) I want to try to keep it optimised, this is not to say I'm going to strip it right back, just limit it a little more. Hopefully people will apprecitate that, but ultimatly I'm doing this comp for the love of it, rather than the 'need to win'. Hope that makes sense. Medestruit: Thanks for the reply, as I said you got it right on. razorb: Thanks for the comment, yeah I do see this a chance to improve and learn, I guess that is the same for a lot of people in this comp. Killah_K: Thanks mate, really good of you to say. Oh, just on a side note since you mentioned the team... The team consists of just plane old me, lol. So doing a full time job during the day is making progess limited, I also have the problem of SF4 and Killzone 2 taking up my free time, not to metion trying not to totally neglect my Fiancee, lol. Anyway sorry about the book post, less talk more images, this is a really rough image of very basic placement and some base textures, quick lighting too. ![]() Cheers again Chris |
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#20 (permalink) |
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Senior Member
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Thanks Abeaver
Heres a quick update, just thought I would post some hi poly sculpts I did for the some of the tileable wall textures, not the most interesting post, but thought that some people might be interested, well you never know. This is just the sculpt, will show the textures soon. ![]() Cheers Chris Last edited by Coridium; 09-03-2009 at 02:25 PM. |
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