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#1 (permalink) |
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Level Artist
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Quarantine Map
Quarantine Map
Originally started as a L4D map ive decided rather to us the unreal engine. Objective: My objective in creating this map is to wrap my head around the UE3, this will help me utilize all my models to there full potentianl ingame and help me understand the normal work flow needed to not only make eye catching models but also polish up on my level design. Basic Theme: The map will take place in a busy street wich has been quarantined off by the goverment. there will be several paths in the sorrounding area (i.e: alley, staircases, shops, and underground train station.) Layout: Ill post this up when its finalized Prop list: Truck Asset Latest Update: UE3ed shot 2: http://img.photobucket.com/albums/v9...LOWHIGH4-2.jpg old updates: Viewport grab: http://img.photobucket.com/albums/v9...ckLOWHIGH3.jpg UE3ed shot 1 : http://img.photobucket.com/albums/v9...ckLOWHIGH4.jpg First texture Pass: http://img.photobucket.com/albums/v9...LOWHIGH2-1.jpg Flat shaded model with lowpoly+normal map: http://img.photobucket.com/albums/v9...uckLOWHIGH.jpg Ill try to keep this thread tidy and updated with all the work i will be starting in the next couple of weeks. all feedback would be great. Last edited by ae.; 11-21-2008 at 01:28 AM. |
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#2 (permalink) |
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Senior Artist
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Is that truck the same model (as in the make of the truck) as the one on this thread?
http://www.game-artist.net/forums/fi...nhr-truck.html I just thought that it looked pretty nice and that you could probably use it as a bit of inspiration if need be. It'd be nice to see some concept level design or something. |
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#3 (permalink) |
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Game-Artist.net Admin
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Since you're using Unreal now, I'd try to get more out of the material editor... Detail normal map, self illumination map for the lights, a controller for the specular power, etc...
Unreal can handle allot more complicated materials than just standard diffuse, specular and normal, plus, it'll make your work allot prettier imo ![]() |
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#6 (permalink) |
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Senior Artist
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Wow, nice work there man. That's one thing I love about unreal engine, it is such a good renderer and makes everything look nice :P
Just like crysis levels can be bad in design but still look awesome. That truck looks fantastic, and I really have no criticism on it other than the cabin of the truck which you could give some detail. I can't explain what would be done, but look at left 4 dead's vehicles. You can't really flash a light inside to see the interior , but the glass is see through and everything inside is just dark. It may not be the most realistic effect, but it is more realistic than a window that can't be seen through at all ![]() |
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#7 (permalink) |
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Senior Artist
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The modular sidewalk piece seems to look a bit like a cake
. A Sidewalk cake. I think all the hard edges should be a lot crisper and the surfaces a bit smoother. It also looks quite small/narrow, looks like there's just enough space for one person, in relation to the slabs and details, that's just the impression it gives. |
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#9 (permalink) |
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Game-Artist.net Staff
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First thing I thought when I saw the sidewalk was that it looked like a cake aswell
![]() I assume it was sculpted? It looks like you've just gone at it randomly in zbrush to give it some texture, which to be honest, I really don't think it needs. At most you could perhaps model a nice high poly mesh, but for all the surface detail, I think you could knock out a simple height map in photoshop, and turn it into a normal map. |
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#10 (permalink) | |
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Level Artist
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Quote:
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