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#1 (permalink) |
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Senior Artist
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Rabbit; game-dev thread
For which Engine -C4
Current Polycount - variable Max Polycount - variable Texture Size - variable (between 512 and 1024 on average. Description of background information on piece - this is some work in progress from our college project. developing a verticle slice of an original game. the hope is, that we also get to enter this in "dare to be digital", a game competition Where are you looking to receive criticism - anywhere at all (within reason) but remember, there are hard time limitations on everything we put up here, so even the best suggestions may not make it into the model. but it may, the next one ![]() Team -myself and Briamond are the two main 3d guys that are on gameartist.net, so we will both be uploading stuff for you to see here. _________________________________________________ buildings are made in sections, to a set grid, initially very simply. we will do multiple texture versions of each building, with a few tweaks here and there, to maximise the variation. ![]() ![]() they will snap together to produce town blocks...... ![]() ![]() a screenshot of textured buildings from within a MAX viewport. only diffuse textures applied in max. ![]() this is a test scene thrown together in C4 engine, to check how it is looking. ![]() there is 3 days work here so far..... more to come soon ![]() |
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#5 (permalink) | |
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Senior Artist
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Quote:
lol |
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#6 (permalink) |
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Senior Artist
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too many different types of textures. look at a similar building and notice how the different elements blend together. It also looks like your trying to pick the grungiest areas of texture just so it looks more "textured". Dont be afraid to have more subtlety
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#7 (permalink) | |
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Senior Artist
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Quote:
the forklift is in for the laugh. i will move it to a more stereo-typical home, such as a warehouse or loading area soon. along with the crates. ![]() ![]() the pub front here is Briamonds, along with one of the apartment building sections. i am sure he will put up some more screens. ![]() |
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#8 (permalink) |
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New Artist
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For me the foreground and background don't really gel together. The sky seems very yellow/sunsety so the ambient light on the street should be a similar colour, as the sky is where most of that light is coming from. A different ambient colour should make the street lamp's light more distinctive too.
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Shark's in the salsa. |
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#9 (permalink) | |
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Senior Artist
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Quote:
the skybox is not mine anyway, so we wont be using it in the final look of the thing. its just a placeholder i downloaded. the lighting has not been thought about at all for the shots so far, and wont be for quite some time. not until the physical stuff is in place. then when everything is where it is to stay, i can do a lighting pass. doing it any other way will involve too much back and fourth melarky i just dont have time for with a project of this scale that has such a small timeframe. when i finally get around to the lighting, i will be taking great pains to get the skybox to compliment it. first i need to get busy and create some street lights, so i dont have to have this freefloating light with no source. ![]() |
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#10 (permalink) |
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Artist
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As irishlostboy said we are churning out models and texturing so we need to organise in our head how the scene is going to look i think i will be uploading some screen grabs soon i think.
Doing some dame and graffiti decals at the moment gonna conceptualiz some building designs will post soon... ![]()
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our current pc title in development http://archangel-studio.blogspot.com/ and our discussion forum http://rabbit-team.gamedev.gr/ |
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| Tags |
| competition, game, level, street, texture |
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