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#1 (permalink) |
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Industry Artist
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SFAM - Hot Dang Sauce!
So, Pankake and myself will be entering this one after Glynn left our group due to violent and irreconcileable creative differences*.
We'll be building a scene inspired by JF Sebastian's apartment in Blade Runner. I've just spent 6 long and painful hours getting some reference shots from my HDDVD, so we can now commence development! Reference for those of you heathens who haven't seen the film yet will be up soon. Watch this space! * By which I mean, he simply doesn't have the free time to help out. So we broke his knuckles. His face knuckles. |
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| The Following User Says Thank You to Talon For This Useful Post: |
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#3 (permalink) |
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Industry Artist
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Haha, we'll see. There's enough work to get through without having to mess with animation.
We're leaving out the room that's jam-packed with dolls and mannequins because that'd be an impossible amount of work for two people in a month. Going for the main hallway, the living room (one with pool table) and the room with the massive dresser that Deckard escapes through the ceiling by climbing up. I think that should keep us very busy ![]() |
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| The Following 3 Users Say Thank You to Talon For This Useful Post: |
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#4 (permalink) |
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Game Art Student
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i'm sorry talon but i bet this is going to be one of the worst entries of the comp
![]() lol good luck guys make it awesome (even though u caant win)
__________________
Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio AVAILABLE FOR FREELANCE |
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| The Following 2 Users Say Thank You to sampson For This Useful Post: |
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#6 (permalink) |
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Senior Member
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Damn. The talent and sex appeal leave the team.
I guess you guys best get making some game art! Can't wait to see progress ![]()
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Glynn Smith (Portfolio) |
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| The Following User Says Thank You to glynnsmith For This Useful Post: |
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#7 (permalink) |
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Senior Member
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So, work has commenced.
I've uploaded some screens, specifically of the areas we will be creating, 3 rooms that we feel represent the iconic pig sty that is JF Sebastian's crib: ![]() I've finished blocking out the scene geometry, minus a few cuts I'll inevitably have to make when I start throwing textures in the scene, but this is the building blocks of it all. Wireframe: (might not make much sense to you all) ![]() Thrown into UT3 with a very quick few lights chucked in and rocking a very small 1024x1024 lightmap. ![]() ![]() Also made the high poly (and most of the low) of the trophy for the trophy room (first screenshot from the movie up there, and last image from UT3): ![]() That was done in max before we decided to Modo-ify the project. James has been working on some environment textures too, I'll let him show those, though. Time for some sleep! |
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| The Following 5 Users Say Thank You to Pankake For This Useful Post: |
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#8 (permalink) |
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Industry Artist
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nice choice, although I kinda saw this coming from a mile away... :P
very much looking forward to it, even without glynn's sex appeal and all.
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Supporter of Constructive Criticism |
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| The Following 2 Users Say Thank You to weasel.acuh5o For This Useful Post: |
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#9 (permalink) |
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Senior Member
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Small update:
The 3 areas have been split into 3 meshes, and each given a 1024x1024 lightmap. Some placeholder light source materials added, most of the UV mapping done (rest will be done on the fly as we add textures) and just finished a texture for the main hall walls (where the texture is cut short on the right there, the pattern will sort of continue onto the pillar bits in the corner). ![]() ![]() ![]() |
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| The Following 3 Users Say Thank You to Pankake For This Useful Post: |
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