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tmp_lodge broken wall progression

  • General Vivi
  • December 30, 2005 at 11:18 AM
  • General Vivi
    • December 30, 2005 at 11:18 AM
    • #1

    here we go from start to finish. took about 3-5 hrs total

    [Blocked Image: http://i13.photobucket.com/albums/a300/GeneralviviPortfolio/Work%20in%20progress%20-ss-/brokenwallwip.jpg]

    [Blocked Image: http://i13.photobucket.com/albums/a300/GeneralviviPortfolio/Work%20in%20progress%20-ss-/brokenwallwip2.jpg]

    [Blocked Image: http://i13.photobucket.com/albums/a300/GeneralviviPortfolio/Work%20in%20progress%20-ss-/brokenwallwip3.jpg]

    [Blocked Image: http://i13.photobucket.com/albums/a300/GeneralviviPortfolio/Work%20in%20progress%20-ss-/brokenwallwip4.jpg]

    [Blocked Image: http://i13.photobucket.com/albums/a300/GeneralviviPortfolio/Work%20in%20progress%20-ss-/nmrih_cabin_brokenwall2uv.jpg]

    and i will insert this wall into one of these kinds.

    [Blocked Image: http://i13.photobucket.com/albums/a300/GeneralviviPortfolio/Work%20in%20progress%20-ss-/delet_me_backyard0015.jpg]

    if everything is proportionate like i measured then the model should fit nicely inside without problems.

    so there ya go. comments please.

  • st0lve
    • December 30, 2005 at 12:56 PM
    • #2

    tbh you cannot see all the indents and rubble stuff on the model when its skinned. You should try render to texture if you ask me

    But then the rest of the skin might be messed up so that it doesn't fit the normal world brushes.

    Polycount?

  • KoKo5oVaR
    • December 30, 2005 at 1:50 PM
    • #3

    are you sure there is an armature in a stone bricks wall ?

    nice model and texture btw

  • insta
    • December 30, 2005 at 2:10 PM
    • #4
    Quote from KoKo5oVaR

    are you sure there is an armature in a stone bricks wall ? nice model and texture btw

    Dang, nice catch. Yeah, maybe remove the rebar

  • D3ads
    • December 30, 2005 at 4:05 PM
    • #5

    Very nice!

    Can't help but think that the freedom of the level designer is taken away when you have to model stuff like breaks in walls though

  • RD
    • December 30, 2005 at 4:44 PM
    • #6

    you dont have to

  • General Vivi
    • December 30, 2005 at 5:47 PM
    • #7

    no you don't have to , but hammer is royally screwed up right now and i wanted to add that extra detail that you can't in hammer. i was thinking about putting a normal map on it so the shadows would catch a lil better on those cracks , but im not sure.

    *note* about the bar thing. most players wont even stop to look at something like this as they run through my map. The only people i see that would actually stop and critisize the map would be mappers like us.

  • Skjalg
    • December 30, 2005 at 8:04 PM
    • #8
    Quote from generalvivi

    *note* about the bar thing. most players wont even stop to look at something like this as they run through my map. The only people i see that would actually stop and critisize the map would be mappers like us.

    Most of the community is or atleast has been a mapper. And even though the gameplay is still the breakpoint on a map if its good or not, the whole detail is like sprinkles ontop

    It all adds to the flavour

  • kleinluka
    • December 31, 2005 at 4:25 AM
    • #9

    you really dont need that many polys for detailing an object like that....you dont even see all the indents... dont think a normal map will help here either... If i were you i'd reduce the polys and make better use of the texture to emphasize the cracked areas.

  • Meotwister
    • December 31, 2005 at 7:19 AM
    • #10

    not being too nit picky with it, I think you did a rather nice job since I know you personally and that's like a first.

    Optimization is good, anyone can improve on anything

  • General Vivi
    • December 31, 2005 at 8:05 AM
    • #11

    i do suppose i could try and put some cracks that would outline the indents. we shall see.

  • CyanideCotdPnuts
    • December 31, 2005 at 8:18 AM
    • #12

    I think the problems are

    A. the bricks making the wall need to be scaled down dramatically.

    B. The cracks and stuff don't show because the texture is just the regular brick going over them, try creating a more...debris texture over the broken part of the wall. It's a little hard to explain.

  • General Vivi
    • December 31, 2005 at 5:45 PM
    • #13

    aight ill try that out

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