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Old pier - game environment

  • capone_adam
  • July 10, 2005 at 11:17 PM
  • capone_adam
    • July 10, 2005 at 11:17 PM
    • #1

    Recently at a couple of interviews it has become apparant that it is my environment work that is getting the attention. So, as much as it hurts, I'm devoting my time to environments for the next few years.

    Here is some WIP on my latest project, a old abandoned building on a british pier. I'm roughly going by reference images but putting my little changes here and there. I'll start texturing tommorrow but feel free at this point to crit my geometry/modeling.

    Thanks

    [Blocked Image: http://www.caponeart.com/del10.jpg]

    [Blocked Image: http://www.caponeart.com/del11.jpg]

  • Captain P
    • July 10, 2005 at 11:47 PM
    • #2

    I don't know how you usually work, creating rough geometry first and then detailing, but it starts looking good. Only thing though would be that it looks too 'clean', too straight-lined while the reference picture shows a more abandoned state. I can see some broken things in your model but its not really showing yet. Probably because most things are too well aligned.

    My 2 cents...

  • JynxDaddy
    • July 11, 2005 at 1:48 AM
    • #3

    Looks awsome, the texture should make it look more grungy.

    If you're forcing yourself to make all these models, why don't you offer to do some for all the mappers with no modeling talent that would be nice.

  • von*ferret
    • July 11, 2005 at 1:54 AM
    • #4

    cause he works for a living?

  • capone_adam
    • July 11, 2005 at 8:13 AM
    • #5

    Captain P, thanks. The idea was to create most of the 'wrecked' aspects within the texture. But your right, I will look at it again and see if theres more I can add with modeling before I start texturing.

    Jynxdaddy Kill me now...but what is a mapper?, is it someone working on a mod? What puts me off mods is that you rarely choose what you can do. Also it is mostly labs and industrial zones and other cliches I wouldn't want to put in a portfolio. My next environment project is going to be cartoony and I doubt anyone is doing a cartoony mod right now? Let me know if there is.

  • ReNo
    • July 11, 2005 at 10:14 AM
    • #6

    A mapper is just a level designer, people use the terms interchangably.

    While the obvious route for making models for a game is through a mod, there is no reason why you can't just make whatever you like and release it on its own. As you are doing environment modelling much of the stuff you make probably isn't going to be suited for use as "props" for level designers (eg. this pier building), but if you ever do any smaller scale models (eg. trees, shopping trolleys, furniture, etc...), then if you release them people will quite possibly find a use for them. Whether or not there are cartoony mods out there, I quite often find myself playing around with cartoony level themes and I reckon that if there were model resources out there in that theme, others might do the same.

  • csharp
    • July 11, 2005 at 12:09 PM
    • #7

    That building looks great, and i think it will look 20x better with texture. But as captain p allready said, you need to make it more wreck!

  • capone_adam
    • July 11, 2005 at 11:31 PM
    • #8

    Just finished for tonight, been working on the upper half. I'm quite happy with this but am dubious about the 'cylinder roof' texture.

    [Blocked Image: http://www.caponeart.com/del12.jpg]

  • Captain P
    • July 11, 2005 at 11:53 PM
    • #9
    Quote from capone_adam

    I'm quite happy with this but am dubious about the 'cylinder roof' texture.

    I think it's because it's too low-detail. It looks like it's very low-res and I think the colors aren't what I expected them to be. I had thought of a sort of greenish roof plates rather than a wooded one. Greenish, or metallic, but not brown. The other part looks fine though, indeed.

    The architecture looks better now, too. Good job.

  • DaanO
    • July 12, 2005 at 12:09 AM
    • #10

    Looks really good, minus the roof.

  • csharp
    • July 12, 2005 at 12:36 AM
    • #11

    Now it looks much better, keep it high!!

  • capone_adam
    • July 12, 2005 at 7:21 PM
    • #12

    Is the new roof (left) better then the old roof (right)??...in terms of colour control I prefer the green one but then it loses that pier/beach look...

    [Blocked Image: http://www.caponeart.com/del14.jpg]

  • Fullauto
    • July 12, 2005 at 7:29 PM
    • #13

    Prefer the old roof, but I really think you need to increase the size of your texture sheet for it - way too low res at the moment. The colour scheme is fine, it looks really old and dilapidated; the green jars with the theme.

    P.S - really nice work there

  • GrayFox
    • July 12, 2005 at 7:59 PM
    • #14

    A shinier aluminum type roof would look nice.

  • Schmung
    • July 12, 2005 at 10:10 PM
    • #15

    Probably a bit late to mentione this now, but there's a fair few wasted polys on that roof and in a few other areas as well.

  • capone_adam
    • July 13, 2005 at 9:23 PM
    • #16

    Schmung, Never too late to mention geometry issues...thankfully in max 7 you can preserve UV's while editing. I am editing as I go through my texturing and will post a final wireframe and tri count when finished.

    Its going quite slow, just having to keep retweaking things and getting colours to work with each other. I've spent ages trying to do the doors and just had to give up, thankfully I now have a 3 day break. I'll continue on Sunday, let me know any crits you may have. Thanks.

    [Blocked Image: http://www.caponeart.com/del15.jpg]

  • capone_adam
    • July 17, 2005 at 11:50 PM
    • #17

    ok, this is about 90-95% done now. Floor is obviously very early progress and I will be working on that tomorrow as well as adding details/special maps etc. Let me know if theres anything that could do with tweaking etc and I'll see what I can do. Thanks.

    [Blocked Image: http://www.caponeart.com/del16.jpg]

  • Eliot
    • July 18, 2005 at 12:31 AM
    • #18

    pretty awesome =)

  • capone_adam
    • July 18, 2005 at 8:54 AM
    • #19

    Currently there are seven 512 maps and two 1024 maps. This is aimed towards a game engine.

    Can anyone tell me if that sounds wrong?, thanks.

  • insta
    • July 18, 2005 at 9:36 AM
    • #20
    Quote from capone_adam

    Currently there are seven 512 maps and two 1024 maps. This is aimed towards a game engine. Can anyone tell me if that sounds wrong?, thanks.

    Sounds like alot of texture memory spent on a single building facade. But I'm sure someone with more knowledge in these things (klein) will give you a real answer

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