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A WIP.. and a hello

  • AdamBrome
  • September 22, 2006 at 7:41 AM
  • AdamBrome
    • September 22, 2006 at 7:41 AM
    • #1

    Hey, my name's Adam. I think I posted once here long long ago.

    Anyhoo, here's a current work-in-progress:

    [Blocked Image: http://brome.toogeek.com/stuff/crap/underworld4.jpg]

    I'm almost finished unwrapping it. The stretched bits are because the texture ratio is 1:2

    I recently finished this.

    And this is my website, which is also a WIP.

    Thanks!

  • hessi
    • September 22, 2006 at 10:09 AM
    • #2

    is this environment ment to be a run in a game engine or do you just play around with maya?

    your website is neat. lots of content and information. be welcome at mapcore

  • AdamBrome
    • September 22, 2006 at 5:42 PM
    • #3

    Nope - I unwrap first then texture. This won't be done using tiling textures. The base of the scene is modular which makes for an easy unwrap. 8hrs altogether spent on unwrapping.

    The scene will weigh in around 10,000 triangles when I'm finished.

    It's not for an engine.

  • SnipaMasta
    • September 22, 2006 at 6:18 PM
    • #4
    Quote from hessi

    is this environment ment to be a run in a game engine or do you just play around with maya?your website is neat. lots of content and information. be welcome at mapcore

    Looks more like 3d Studio Max than Maya

  • Polaris
    • September 22, 2006 at 6:45 PM
    • #5

    Heh, I remember finding your site a while back when I was searching for a review of the book "Game Art: Creation, Direction and Careers". Nice work.

  • von*ferret
    • September 22, 2006 at 8:43 PM
    • #6

    very sexy

  • AdamBrome
    • September 22, 2006 at 9:08 PM
    • #7
    Quote from Pericolos0

    ah ok, how many textures do you have planned then? It can turn out really awesome if you pay special attention to every bit .

    However many textures it takes to make magify it.. Check out the link I posted for the model I finished before starting this one. That was some texture fun - around 40 or so infact

  • Phobos
    • September 23, 2006 at 11:11 PM
    • #8

    It sucks. I don't know anyone who would work with you.

  • AdamBrome
    • September 24, 2006 at 11:01 PM
    • #9

    Did this to show a co-worker (but not Phobos, he's too n00bish):

    [Blocked Image: http://brome.toogeek.com/stuff/crap/underworld4c.jpg]

    That's basically the level of grunge I'll be doing with this scene.

  • PhilipK
    • September 24, 2006 at 11:14 PM
    • #10

    A great start there. Eager to see more

  • General Vivi
    • September 24, 2006 at 11:16 PM
    • #11

    agreed. can't wait too see more texture work ^^ .

  • von*ferret
    • September 24, 2006 at 11:20 PM
    • #12

    I can see the repeition in the concrete texture, maybe lighting it would help hide that.

  • AdamBrome
    • September 25, 2006 at 1:05 AM
    • #13

    Yah, I'm not worried about what is obviously tiling and what is not. The lighting will be pretty dramatic for this piece. If it weren't, I'd spend the time on fixing the artifacts beyond what I already have since posting that image.

    Thanks guys

  • AdamBrome
    • October 2, 2006 at 2:21 AM
    • #14

    [Blocked Image: http://brome.toogeek.com/stuff/crap/underworld4d.jpg]

  • von*ferret
    • October 2, 2006 at 4:08 AM
    • #15

    looks pretty good, do you have any lighting set up yet? I'd love a lit shot.

  • dissonance
    • October 2, 2006 at 4:35 AM
    • #16

    textures look a little bland and unvarying, but the geometry looks nice. can't wait to see the finished result.

  • AdamBrome
    • October 2, 2006 at 5:37 AM
    • #17

    von*ferret: No lights setup yet. Will wait for James (artist friend doing the character) to have his stuff done and we'll work on the lighting together.

    dissonance: Thanks Theres more textures being used just for what I've shown so far than you'd get to use for any current or next PC/console game. The areas that are noticably tilable in the large shot are actually covered in varied ways - as seen in the small shot.

    I agree that the shot looks bland right now, which is normal for this sort of environment. You're not going to see a lot of whiz-bang visuals in concrete, thats for sure. The scene will come thru in beauty shots.

  • entity
    • October 2, 2006 at 3:34 PM
    • #18

    you can really spice up that scene with decals such as grafitti, posters or drawings on the wall

    Good work!

  • KungFuSquirrel
    • October 2, 2006 at 3:55 PM
    • #19

    I don't at all believe you on the number of textures bit, but I guess that probably depends on your resolution.

    Looks really cool - those textures are really starting to sell it. That chain off the broken pillar at the bottom is a great touch, btw, just noticed that now.

    where'd that bottom wall texture come from? One of our artists used the same source for a wall way back in the early days of Q4. One of my favorites as far as the concretes go.

  • AdamBrome
    • October 2, 2006 at 3:56 PM
    • #20
    Quote from entity

    you can really spice up that scene with decals such as grafitti, posters or drawings on the wall Good work!

    Thanks man! That sort of stuff happens at the end of my work flow.

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