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Underwater Low Poly Level

  • Gaz
  • June 12, 2006 at 7:12 PM
  • Gaz
    • June 12, 2006 at 7:12 PM
    • #1

    I recently took part in a challenge to create a 1000 poly model with a 512x512 texture space, with alphas (opacity) allowed.

    The theme was an underwater FPS. I chose to make a level, as I thought it would the most challenging thing to do

    Anyway, I though I'd post what I made for you guys to play.

    [Blocked Image: http://www.gazoid.com/challenges/splash.jpg]

    Click to Download

    Its about 2.3Mbs

    To run just double click the cauldron.exe

    Its set to run at 1280x1024, if you need a smaller res, please edit the start.txt as necessary

    The entirety of the level makes exactly 1000 polys, with all the textures together totallying 512x512.

    And heres my texture sheet:

    [Blocked Image: http://www.gazoid.com/challenges/overall.jpg]

  • Polaris
    • June 12, 2006 at 7:28 PM
    • #2

    Could use some weapons.

    Seriously thats cool. If you don't get into the industry you can always make indie games

  • Polaris
    • June 12, 2006 at 7:55 PM
    • #3

    Yea that handheld thingy was on cgtalk i believe or one of those sites that deal with 3d art in general and not just games.

  • Gaz
    • June 12, 2006 at 8:16 PM
    • #4

    It was a challenge set on my Uni forums

    Regarding the lightmap, I felt it looked 10x better than vertex lit.

    And as for the textures I agree, although I used the small overlays for variation in shading, I'll look into improving the textures (mainly the cliffs) later

  • sensee
    • June 12, 2006 at 10:15 PM
    • #5

    the sprite pearl is so mario 64

    love it

  • Gaz
    • June 12, 2006 at 11:56 PM
    • #6

    Cheers Sensee

    I've worked on it a bit more, though I'm going to leave it at this stage, unless I get some crit that really needs to be worked with

    Really Really appreciate the crits Peri

    I changed the rocks somewhat, its less noisey but still the style I wanted, I also did the lightmap as suggested, and with the spare space added more detail to the sand. I then made the oyster look better, and more sea worthy

    Anyway, heres the new build and texture sheet:

    Download here

    [Blocked Image: http://www.gazoid.com/challenges/overall2.jpg]

  • ReNo
    • June 13, 2006 at 12:17 AM
    • #7

    Very nice work, I liked it. You packed a lot in there given the limitations. You program the game too or is that an existing framework app you used?

  • Gaz
    • June 13, 2006 at 12:36 AM
    • #8

    Its the game engine we use at Uni. It is built on the Blitz3D engine, basically animations, etc are defined in the game.txt

    Its a good little engine to use, but not for proper games, as it has (at current) a very basic trigger system, "if your in range do this anim", you can't have complex trigger systems unless you devise a killer animation system, and theres only basic "wonder about" AI.

    Its nice for art demos though

  • PhilipK
    • June 13, 2006 at 8:51 AM
    • #9

    looks pretty cool. nice job.

  • RD
    • June 13, 2006 at 10:52 AM
    • #10

    its awesome. I could walk off the map tho.

    Loved the water effects on the rock and the music

  • Gaz
    • June 13, 2006 at 11:05 AM
    • #11

    Cheers guys

    Yeah thats a problem with the engine RD, to block the level off would mean hidden polys, so I left them out.

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