Quote from seirIn Quake 1 times artists had to put everything on the diffuse. There was no freaky stuff like now (like that AO). Everything was baked into diffuse - shadows, detail...
Good times.
Unfortunately I stopped there.
Quote from seirIn Quake 1 times artists had to put everything on the diffuse. There was no freaky stuff like now (like that AO). Everything was baked into diffuse - shadows, detail...
Good times.
Unfortunately I stopped there.
Hey guys, new member here!
Wanted to post up some pics of my Final Major Project from my final year at Uni. I created 3 Environments in the Unity Engine for a fictional game.
A Slum, Harbour and Science Lab.
These three environments are not playable, their soul purpose was to test my technical ability at creating game art. These are the very first real game environments I have ever made. None of the models have Normal or specular maps as I am only just learning how to create those. (Normal mapping and high-poly sculpts are my latest challenge)
CGTextures was a huge resource for me at the time, I now want to focus on making my own custom textures for future projects,
I have another environment in development in the Unity Engine that will make extensive use of Normal and specular maps (Unlike this project), high-to-low poly models and more complex lighting techniques. That's too early in development to show anything useful though.
Each environment was created in Unity, all assets were modelled in Maya. Any feedback would be great!
Screenshots:
[Blocked Image: http://i.imgur.com/jxHsPHQ.jpg]
[Blocked Image: http://i.imgur.com/fuVn849.jpg]
[Blocked Image: http://i.imgur.com/gTpE6Kp.jpg][Blocked Image: http://i.imgur.com/Y5j4WJW.jpg][Blocked Image: http://i.imgur.com/ZxbH5uX.jpg]
I'm really loving the borderlands look on the slum. But I think the harbor has some inconsistent texturing (some textures are way noisier and more realistic than others) and the sci-fi tank model looks cool but the scene itself is boring.
Good work though
I like the light cel-shading.
First shot reminds me of de_cache restyling from FMPONE.
Last shot is a bit bland, ALL lights are on, do you have any flickering going on? I'd think about some accent lights of another color. Also ceiling a bit flat for an environment like that maybe, the tubes just go into it. I'd break it up making ceiling taller in some sections or at least use a texture with tiles.
But very good indeed!
Thanks guys ![]()
Borderlands was a big influence on this project, along with other stylised games. In the end I wanted the cell-shading to be more subtle.
I had some scaling issues in the harbour scene, I didn't really have a good idea of UV layouts and texture creation at the time (This is a good 6-8 months ago now. Left Uni in July) and relied heavily on CGTextures, so texture inconsistency and resolution was a problem.
The slums is the one I'm most proud of, that came together much better than I expected. Though a few repeated models.
The science labs I totally ran of time on. I had two weeks left until the deadline so I rushed it. I really wanted to give some verticality to the scene and it needs waaay more props, I always felt it to be really empty.
All the lights are on and baked in. I spent about 3-4 days building the glass pods that I ran out of time on the walls and ceilings. So I ended up extruding some planes and throwing a texture on it. ![]()
If I could go back again I would spend more time on the sci-fi lab construction, at the moment its just a square room.
I don't think this is really worth showing now, but maybe it will inspire somebody.
[Blocked Image: http://cloud-2.steampowered.com/ugc/504695223101122749/D712C07221EC109D151E18F7FBFFC72E7935314C/]
I have no idea what i'm doing, but i wanted to try out Worldmachine and cryengine, so i jump in with almost no tutorials, but me landscape looks really flat in CE... ![]()
I need to read further to have a detailled terrain.
[Blocked Image: http://www.simon-aublet.com/worldmachine_l…andscape_05.jpg]
a revision of my wip csgo map named twinstar (obviously you leave out the 'de_' nowadays)
[Blocked Image: http://i.imgur.com/uRtmXRc.jpg]
after the first playtest some time ago i took the basic elements, rebuilt them in a smaller scale and rearanged them a bit.
screenshots: http://imgur.com/a/2EQwE
Those dev textures make me cross-eyed.
why would you leave out the de?
Correct me if I'm wrong but the prefix to the map name is meant to show what type of gameplay the map is for.
You remove the "de_" in the workshop title only, but the map file name still contains it.
I have been making slow but satisfactory progress with my demolition map. The blockout is currently less than halfway complete.
[Blocked Image: http://cloud-4.steampowered.com/ugc/487808156959404876/AF4A302B4421C45E03E94C4F0E39E4143D47C99C/][Blocked Image: http://cloud-3.steampowered.com/ugc/487808156959406989/E28E2F5E0BD023E4C4A40CFBCE15C49BEDD60D78/][Blocked Image: http://cloud.steampowered.com/ugc/487808156959408864/407D97310B94F7DDDDAF8EF506B52E6E28934029/][Blocked Image: http://cloud-2.steampowered.com/ugc/487808156959410561/00D99BC1BB28DF3011E38DBC28EBEC2EEC5EE30E/][Blocked Image: http://cloud-2.steampowered.com/ugc/487808156959412636/6D4FDCDC9EAFA4A1E651E1F4E8A1011BE24A9238/]
Fancy looking blockout. The architecture is really coming along!
Fancy blockout!
Is that layout already tested?
Otherwise I'd think there are unnecessary detail brushes that could be irrelevant to playtest the map (mainly the rails).
True, but that sort of stuff does help you to to see if scaling is allright (and if the area needs to be expanded if needed, possibly altering gameplay slightly). I find myself going into what seems to be too much detail (and possibly is), but it does helps me to see if an area feels right.
To me at least it seems just about spot on, it helps to have enough geometry to see if your scale is right, roads, rails and such need space to make sense so having them their early on is quite useful.
The real time killer is UV and texturing, not throwing together some basic primatives ![]()
I find it necessary to create brush references for detail props and gameplay objects during the early blockout stages if these objects may have an impact on the gameplay and flow of the level design, intentionally or otherwise - or if they help with the scale.
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