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#71 (permalink) |
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Senior Member
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Thanks
![]() Haven't posted in a while cause uni decided it would be fun to block this site because they think it'll encourage online gaming in the campus library :/ don't really see how that works but oh well... if the tech staff were any good at their jobs they wouldn't be working at a uni linrary.. Anyways, here's some more WIP stuff: ![]() ^ Trying to make a more contemprorary environment slightly inspired by Eastern European architecture and, of course, Dark Sector. ![]() ^ Re-using an old lava texture to make a slightly cartoony environment.
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#73 (permalink) |
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Senior Member
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Underground military bunker thing, trying to keep it Fallout 3 x Gears in terms of style:
Structural meshes (excluding final zone str_meshes) mostly out the way, going to start some more fun decorative stuff so I don't lose motivation: ![]() Also I learned how to apply material effects in postprocessing ![]()
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#74 (permalink) |
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New Member
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Oooh that bunker and outdoor area look nice
![]() The bunker could use some spicing up, maybe some cables going along the ground, and some indents in the ground for light sources. Lots of vents too! Is this a 100% model and render or in a game engine? Otherwise, great work! |
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#75 (permalink) |
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Senior Member
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Thanks BliNdSidE
![]() Yeah, once I start on the decorative meshes for the bunker I'll make it look awesome. In fact, I might start making ground cables later today.. A lot of the reference I'm using comes from a site I feel like sharing with anyone who's unfamiliar: UK Urban Exploration Forums This is all in UDK, I tend to work in a very modular fashion - mostly because I hate unwrapping complex objects more than anything else in the universe... EDIT: A minor update - I've added doors (still need to be scripted though) and worked a little more on the control room - re-using chairs from another environment and getting the basic blockouts for the computer gear. Still need to get a load of stuff unwrapped and textured, then on to creating more decoratives, plus frosted glass widows for the control room ![]()
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Last edited by Blaze_Kick; 30-06-2010 at 07:01 PM. |
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#76 (permalink) |
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Senior Member
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Made some more progress on the bunker (it's amazing what caffeinated soft drinks can do for you), including finished doors and doorframes, a start on computer equipment, started properly modeling the ammo (or whatever) crates, placed some floor cables, more light sources, added frosted glass windows:
![]()
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#77 (permalink) |
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Senior Member
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Started work on a sci-fi/near future electrified sword (this'll be my first time using the Sine node in UDK) after watching the E3 trailer for Metal Gear Solid Rising
![]() EDIT: ![]() Finally I can sleep ![]() The Metal Gear series has always provided plenty of inspiration for me, and exciting new games like Rising (appears to be potentially fun, also looks great so far) keep me motivated so that I'll be a part of the industry soonish..
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Last edited by Blaze_Kick; 02-07-2010 at 10:35 PM. |
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#79 (permalink) |
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Senior Member
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Cheers Jimi
I've had a few complaints/corrections about proportions but its not that important.. I really just wanted to see if I could make a lightning-y blade :PHere's what I'm doing right now: ![]() This is an urban environment very much inspired by the E3 trailer for MGS Rising and a couple of environments I've seen in various places. Ingore the stupid cubemap reflections on the windows, its all very WIP ![]() Just the lighting: ![]()
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#80 (permalink) |
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Senior Member
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And now for something completely different:
![]() Very unstable WIP, I've only just decided on the current floor material and colour choices, so pretty much everything may change. I figured I should probably include something in my portfolio that didn't look like it came from a low-budget Gears of War rip-off ![]() Its kinda my 'flashy side project' to another sci-fi interior (nothing of that to show off yet)
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