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[UT3 Scene] BioCulture - WIP thread

  • doylle
  • August 13, 2008 at 1:47 PM
  • doylle
    • August 13, 2008 at 1:47 PM
    • #1

    Hello there

    first post here, I hope that i'm in the right forum section here . I've used to make maps with Unreal2 long time ago, took a break from mapping and learned how to model in 3d, and to make textures. I've now reached a level that I find acceptable so it's time to bring everything together, and start mapping again, but this time with propper custom content. When this is done it should be the main piece in my portfolio, and hopefully help me get a job...

    Lot's of familiar faces here too :waving hand:

    Now, BioCulture... I haven't made any map in a long time (well, technically speaking...), so I figured i'd start easy, and instead of doing a whole map just work on a scene. Leave the gameplay behind me for this one, and just work on the visuals and assets. The main setting of the scene is some sort of underground lab, where people grow palmtrees. The big hall on the right is where water is stored and recycled. The left area is where the palmthrees grow.

    I've already worked on some assets and a mockup, didn't want to walk inhere empty handed, so what's below is pretty much what I have right now.

    [Blocked Image: http://img368.imageshack.us/img368/7826/wip2lh4.th.jpg] [Blocked Image: http://img147.imageshack.us/img147/7371/wip1gz1.th.jpg] [Blocked Image: http://img147.imageshack.us/img147/6968/wip4id2.th.jpg] [Blocked Image: http://img147.imageshack.us/img147/5729/wip5es1.th.jpg] [Blocked Image: http://img111.imageshack.us/img111/2735/wip3tq3.th.jpg]

    Texture 1 Texture 2

    The stair is still wip, i'm working on that one right now. The main structure of the left part is done, although the pipes and props are still just part of the mockup, to see if it'll work or not ( it doesn't atm ^^). I'm mostly interested in tips for the layout, lighting, textures, etc. Well basicaly whatever you can find, hit me with it

    that's pretty much it... to be continued

  • Nurb
    • August 13, 2008 at 4:47 PM
    • #2

    Looks awesome. Really top-notch artwork. If I'm gonna complain about anything it would be that some texturedetails are used in multiple places in the same texture.

  • Minos
    • August 13, 2008 at 5:33 PM
    • #3

    Hey doylle, nice seeing you here and welcome to mapcore! I dig your style a lot. I love the assets and the textures specially. They got the right amount of wear. What about some white lighting here and there? I'd also like to see some industrial lamps hanging from the ceiling, with lots of glow sprites and so on. This is a lab after all.

    Not much to comment on at the moment but looking forward to this project.

  • -HP-
    • August 14, 2008 at 11:03 AM
    • #4

    Oh hey, look he is! Awesome to have you around dude, and welcome to the core!

    I think the idea of making a scene, instead of a full blown playable map is a very good idea. If you're aiming at a Level / Environment Artist position, it's kind of a waste to spend time on gameplay and boring scripting!

    I totally second minos, your style is really great! I wish you the best of luck and keep us posted man!

  • m8nkey
    • August 14, 2008 at 11:59 AM
    • #5
    Quote

    ":1tyfu2dv]I think the idea of making a scene, instead of a full blown playable map is a very good idea. If you're aiming at a Level / Environment Artist position, it's kind of a waste to spend time on gameplay and boring scripting!

    I agree, it's a great way to show off your modelling/texturing skills.

    Quote from doylle

    The main setting of the scene is some sort of underground lab, where people grow palmtrees. The big hall on the right is where water is stored and recycled. The left area is where the palmthrees grow.

    Nice looking stuff but your concept sounds a little odd to me. Why palm trees?

  • Freak
    • August 14, 2008 at 12:10 PM
    • #6
    Quote from m8nkey

    Why palm trees?

    yeah, make gen-modified-monster-plants

    i like the concept too, and it´s good to see somebody not making a brown and dirty style, as already mentioned.. good luck continueing the whole thing and finding a job

  • e-freak
    • August 14, 2008 at 12:18 PM
    • #7

    sounds like a mixup of Lost and Bioshock. Coming along nicely!

  • doylle
    • August 14, 2008 at 3:29 PM
    • #8

    Thanks for the warm welcome fella's

    Why palm trees, well honestly i have no idea. I had this idea for a long time but I never really thought about the sort of plants, i just always thought about palm trees. I suppose a more sci fi type of vegetation would be better indeed ^^

  • m8nkey
    • August 15, 2008 at 2:30 AM
    • #9
    Quote from doylle

    Thanks for the warm welcome fella's Why palm trees, well honestly i have no idea. I had this idea for a long time but I never really thought about the sort of plants, i just always thought about palm trees. I suppose a more sci fi type of vegetation would be better indeed ^^

    What about genetically modified vegies or glowing, radioactive plants in the vein of Decadence http://%7boption%7d?

    Another Idea is to have an area of the lab that's overgrown with the botanical experiment gone bad.

    These ideas may stray too far from your original concept but thought you might find them useful.

  • Warby
    • August 24, 2008 at 11:59 AM
    • #10

    good stuff =) there is not enough ut3 custom content

    all those mega busy stock content custom maps start to piss me off

  • doylle
    • August 24, 2008 at 7:22 PM
    • #11

    I was going to wait with an update until i had enough new stuff, but here goes anyway...

    http://img205.imageshack.us/img205/3264 ... p26uo6.jpg

    [Blocked Image: http://img143.imageshack.us/img143/42/bioculturewip28ls2.jpg]

    http://img108.imageshack.us/img108/1859 ... p29vn8.jpg

    I had a couple misfortunes last week. My graphical card crashed twice, had to format after it was all "fixed", so wasted quite some precious time... Therefor I'm forced to change the concept somewhat, and to drop idea's. Soooo, long story short. I'll finish the hall i have right now first, and make it a visitors quarter. Complete with sofa's, a theetable and whatnot. Just a nice place to hang out, in the middle of a semi high tech underground lab, with a couple of Sci-Fi plants growing next to you... So instead of doing the whole large area at once, i'll focus on the one part at first... (September 15th is kind of a deadline for this, if that makes sense).

    @ Warby: Thanks . Totally agree btw!

    @ M8nkey: cheers... i'll have a look at those for sure

  • Lee3dee
    • August 27, 2008 at 5:45 PM
    • #12

    looks awesome! I miss making my own custom meshes.

  • -HP-
    • August 29, 2008 at 12:13 AM
    • #13

    Looks great dude, the Grunge on that metal piece is very nice!

  • doylle
    • September 13, 2008 at 2:07 PM
    • #14

    thanks guys

    Time for some updates...

    [Blocked Image: http://img153.imageshack.us/img153/3527/wip6lh0.th.jpg] [Blocked Image: http://img295.imageshack.us/img295/4451/wip7aj2.th.jpg] [Blocked Image: http://img398.imageshack.us/img398/7062/bioculturewip35do9.th.jpg]

    I may have used the tubes a bit to much, need to find something else for the ceiling . Also, I'm thinking about making it a small DM map...

  • Freak
    • September 13, 2008 at 8:59 PM
    • #15

    I like those pipes but you´ve placed the nearest-to-the-camera-one (left side) on the first screenshot wrong :wink:

    The floor on the second screenshot looks flat... but the lights on that picture look cool

  • m8nkey
    • September 14, 2008 at 4:06 AM
    • #16

    Love those pipes!

  • doylle
    • September 20, 2008 at 1:34 PM
    • #17

    Cheers guys...

    Time for an update i think... the mockup is almost ready, and the most important gameplay assets are in place (weapons, jumpnodes, elevators, etc), so now it's time to make it pretty...

    this is where i'm at right now (using the same set of props over and over again, but that'll change...

    [Blocked Image: http://img502.imageshack.us/img502/2305/bioculturewip41tr1.th.jpg][Blocked Image: http://img502.imageshack.us/images/thpix.gif] [Blocked Image: http://img232.imageshack.us/img232/1843/bioculturewip42mx1.th.jpg][Blocked Image: http://img232.imageshack.us/images/thpix.gif] [Blocked Image: http://img502.imageshack.us/img502/405/bioculturewip43za3.th.jpg][Blocked Image: http://img502.imageshack.us/images/thpix.gif] [Blocked Image: http://img396.imageshack.us/img396/6251/bioculturewip44sp3.th.jpg][Blocked Image: http://img396.imageshack.us/images/thpix.gif]

    CC very welcome...

  • -HP-
    • September 20, 2008 at 7:14 PM
    • #18

    Damn man.. stop making me want to learn UnrealEd

  • Psy
    • September 20, 2008 at 7:24 PM
    • #19

    Looks excellent! I'm currently learning UE3 and it's quite good even though you have to model a lot of stuff.

  • Nurb
    • September 21, 2008 at 1:26 PM
    • #20

    I like the simplicity in your scenes. It feels retro but with good use of static meshes. A common problem with the stock UT3 maps is that there is so much detail everywhere and everything competes for attention so it ends up with nothing grabbing focus. Your scenes could use some attention-grabbing elements though since all your assets are very skillfully made but also quite "shy". Dont make it over the top like in the stock maps, but add something to every scene that pulls more focus than the rest. That's my suggestion anyway.

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