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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • AlexM
    • March 7, 2009 at 5:22 AM
    • #6,801

    maybe another day before I can get started on texturing

    btw:

    targets were:

    100k polys

    256-384mb texture mem usage

    So far it's 27k polys and no textures.

    [Blocked Image: http://mahwebspace.levelism.com/miyashima/018.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/miyashima/020.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/miyashima/020wireframe.jpg]

  • Jetsetlemming
    • March 7, 2009 at 7:21 AM
    • #6,802

    That looks really good- and oddly realistic without the textures. Reminds me of the beach. Really good lighting, I think.

  • borgking
    • March 7, 2009 at 9:28 AM
    • #6,803

    that looks really great!

    Awesome work

    Oh, in the first picture the left house flyes^^

  • KoKo5oVaR
    • March 7, 2009 at 7:11 PM
    • #6,804

    It's really nice spicy tanuki but i think your modelisation looks way too much regular, especially on the vertical axis; try breaking a bit the straight lines of the walls. Even really subtly, it will be visually much more interesting and realistic i think

  • AlexM
    • March 7, 2009 at 7:51 PM
    • #6,805
    Quote from borgking

    that looks really great!Awesome work

    Oh, in the first picture the left house flyes^^

    heheh thanks for pointing that out

    Quote from KoKo5oVaR

    It's really nice spicy tanuki but i think your modelisation looks way too much regular, especially on the vertical axis; try breaking a bit the straight lines of the walls. Even really subtly, it will be visually much more interesting and realistic i think

    So to clarify you mean like if I had a straight pole or beam I should add an edge and slightly move it so it doesnt look to flat/perfect?

    Thanks for the advice. I noticed you're from France, I used to speak french fluently, but I haven't practiced in a while

  • KoKo5oVaR
    • March 7, 2009 at 8:27 PM
    • #6,806

    Yeah that could be a solution, i made a quick edit to explain you my point :

    [Blocked Image: http://kokosovar.free.fr/spicytanuk.jpg]

    For almost the entire environment you have only one vanishing point, everything looks soo aligned and regular. If you want to break those lines, you could do like the building in the background : try to make elements facing a different direction. Try to also make the vertical lines not going on the same vanishing point either, cut the faces with an edge, or make them look in another direction.

    I know this is a street , everything is aligned and all. But it looks like your regular old chinatown, so try to make it old and with more life (more organic) !

    This is little details like this that will make your environment stand out from regular 3D works (even if it looks great)

  • AlexM
    • March 7, 2009 at 8:54 PM
    • #6,807

    wow thanks very much for taking the time to make those edits and explanations

    I definitely see what you mean now. I'll definitely try to break so it's not too aligned. I've honestly never done design considerations like that before so I may fail at first. I'll do my best to break up the alignment and make it look more natural.

    I also probably made the street too straight, in real life it's on a curve. Here's a photo from the area I'm using as inspiration. I can't wait to do the sun-blocking paper, I'm hoping I can maybe get the translucency look and feel using an SSS shader.

    http://mahwebspace.levelism.com/miyashima/ref.jpg

  • KoKo5oVaR
    • March 7, 2009 at 9:08 PM
    • #6,808

    Yeah the sun blocking paper is indeed a very interesting element!

    [Blocked Image: http://kokosovar.free.fr/spicytanuk2.jpg]

    I've made another edit to try to point out the interesting elements that could help you breaking those straight lines ! Those flag thing on the side of the street could be really useful, notice also how the snack distributor isn't aligned with the street, it's really subtle but it makes all the difference, try to make little details like this

    Reorganizing the street in a curve will help a lot too, if it's not too much work.

  • AlexM
    • March 7, 2009 at 9:13 PM
    • #6,809

    I just did a slight curve and it looked much more appealing right away. I'm not that good at describing things but I would say the scene felt like it had more character than before.

    I dont want to image flood so I'll finish up the modeling before putting up anymore shots.

    Thanks for doing the edits on the reference too! This helps me very much

  • Campaignjunkie
    • March 8, 2009 at 10:19 PM
    • #6,810

    Much Madness is divinest Sense --

    To a discerning Eye --

    Much Sense -- the starkest Madness --

    'Tis the Majority

    In this, as All, prevail --

    Assent -- and you are sane --

    Demur -- you're straightway dangerous --

    And handled with a Chain --

    Going for kind of a "dirty untextured" look with emphasis on shapes and silhouettes. I had to throw some specular on the walls to make the material read as metal... I hope it's interesting enough visually. I'm trying to stay away from traditional realism with my work now because (a) I can't compete with titans like warby / hessi / other people who make my e-penis even smaller, and (b) it's less work for me and I can claim laziness as style.

    (Also, I'm not using any contrasting yellow / orange on purpose.)

  • Hipshot
    • March 9, 2009 at 1:28 AM
    • #6,811

    [Blocked Image: http://img14.imageshack.us/img14/4158/shot0990.th.jpg]

    [Blocked Image: http://img21.imageshack.us/img21/1893/shot0986.th.jpg]

    [Blocked Image: http://img17.imageshack.us/img17/2546/shot0992.th.jpg]

  • popcornjake
    • March 9, 2009 at 2:01 AM
    • #6,812

    Campaignjunkie: With some nicer looking textures (the beams in the foreground looks pretty low res) and a few more details like little bits of trash floating in the water and graffiti on the walls i think that map/scene could look reall quite nice. Also, try adding an env_sprite to the light sources, looks a little lacking withot them.

  • JeanPaul
    • March 9, 2009 at 4:04 AM
    • #6,813
    Quote from Campaignjunkie

    Much Madness is divinest Sense --

    Listen to the man in the previous post. Also, if its just a scene and not an actual map, give those arches like 32 sides each and go pretty crazy with some more brushwork


    Quote from Hipshot

    [Blocked Image: http://img14.imageshack.us/img14/4158/shot0990.th.jpg][Blocked Image: http://img21.imageshack.us/img21/1893/shot0986.th.jpg]

    [Blocked Image: http://img17.imageshack.us/img17/2546/shot0992.th.jpg]

    Awesome stuff but I honestly hate water in quake 3 maps its soo annoying

  • Skacky
    • March 9, 2009 at 6:20 PM
    • #6,814

    You got something sexy here Hipshot, pretty unusual.

    Looks like we'll have some nice frying parties in the water.

  • hessi
    • March 9, 2009 at 6:41 PM
    • #6,815
    Quote from Campaignjunkie

    I can't compete with titans like warby / hessi / other people who make my e-penis even smaller

    lol good luck then, because i won't make any new maps, so you or someone else can have my place next thing will hopefully be an iphone app at least that's what i will be supposed to work on starting on 1st april. best part about it: i will earn more money than my former girlfriend ^^ + i work only part time while she is working full + over time life can be good and to be honest: it feels good to be an asshole and shit all over those people that recently pissed me off

  • Pampers
    • March 9, 2009 at 10:12 PM
    • #6,816

    [Blocked Image: http://img18.imageshack.us/img18/3077/staringame.jpg]

    some new stuff is in

  • AlexM
    • March 10, 2009 at 5:22 AM
    • #6,817

    hehehe very nice, do you have a webpage for the game?

  • Pampers
    • March 10, 2009 at 10:02 AM
    • #6,818

    nope, not yet

  • Skjalg
    • March 10, 2009 at 10:16 PM
    • #6,819

    What are you making it in?

  • Pampers
    • March 10, 2009 at 11:10 PM
    • #6,820

    The programmer wrote his own engine, its using deferred rendering, supports physics, next-gen materials and we have an ingame editor

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