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latin american shanty

  • zaphod
  • January 27, 2007 at 4:04 AM
  • zaphod
    • January 27, 2007 at 4:04 AM
    • #1

    this is a latin american shanty building I did for an art test. Specs and maps are listed in the pic. The hard shadows are rendered in maya.

    [Blocked Image: http://marshmonkey.googlepages.com/shanty.jpg]

  • Josch
    • January 27, 2007 at 6:57 AM
    • #2

    looks superb

    Could you take another sceenshot from the back of the scene?

  • RA7
    • January 27, 2007 at 10:30 AM
    • #3

    CS_RIO pops to mind

    Good Work!!

  • insta
    • January 27, 2007 at 1:07 PM
    • #4

    I guess he has to live in a shanty when he has a satelite dish like that

    Great work though, looks really nice.

  • Mazy
    • January 27, 2007 at 1:35 PM
    • #5

    Looks great, pretty poly effective too

  • zaphod
    • January 27, 2007 at 5:54 PM
    • #6
    Quote from Pericolos0

    very awesome The ambient occlusion is rendered on a different map channel i presume? I need to figure out how to do that .

    http://devbump.com/story.php?title=Intr ... ion-Baking

    watch that. The ambient occlusion map was new to me too but it's such a cool thing to use wether you can actually use it as a map in the engine or you just bake it into the diffuse map, it really provides a nice effect. The only downside is that you can't have any overlapping uv's.

    I will post a few more views in a bit I think.

  • D3ads
    • January 27, 2007 at 6:01 PM
    • #7

    Cool stuff.

  • zaphod
    • January 27, 2007 at 6:50 PM
    • #8

    here are a few more views

    [Blocked Image: http://marshmonkey.googlepages.com/shanty2.jpg]

  • von*ferret
    • January 27, 2007 at 7:20 PM
    • #9

    looks great. would be nice in a battlefield map

  • SnipaMasta
    • January 27, 2007 at 8:05 PM
    • #10

    I'm very impressed you managed to fit all that onto a 1024, fantastic work.

  • zaphod
    • January 27, 2007 at 8:53 PM
    • #11

    and with no overlapping uv's

    took forever to unwrap

  • kleinluka
    • January 27, 2007 at 8:57 PM
    • #12

    fantastic work!! can you post the texture?

  • zaphod
    • January 27, 2007 at 9:07 PM
    • #13

    I wasn't told exactly how the ambient occlusion map is used by the game engine, but I'm guessing that it acts as a filter as to how much direct light to receive when lit, which probably looks pretty dang cool.

    [Blocked Image: http://marshmonkey.googlepages.com/shanty_diffuse.jpg]

    [Blocked Image: http://marshmonkey.googlepages.com/shanty_ao.jpg]

    [Blocked Image: http://marshmonkey.googlepages.com/shanty_bump.jpg]

    [Blocked Image: http://marshmonkey.googlepages.com/shanty_spec.jpg]

  • Rick_D
    • January 27, 2007 at 9:24 PM
    • #14

    I was gonna say the same thing snipamasta, and @ zaphod you even managed to fit in some blank space

    Kudos man, that looks fantastic for such a small map

  • zaphod
    • January 27, 2007 at 9:41 PM
    • #15

    lol a few blank spaces yea. This was the first time I have really had to manage uv's like this, I'm used to using multiple maps and stuff like that so this was quite a trial. The unwrapping and arranging uv's took as much time as texturing the dang thing!

  • Rick_D
    • January 27, 2007 at 10:13 PM
    • #16

    hehe - still pretty impressive for one map though, I would really like to try something like this, hopefully I can get a good art test like this soon

  • Dodger
    • January 27, 2007 at 10:25 PM
    • #17

    I wouldn't live in that house.

  • zaphod
    • January 27, 2007 at 10:40 PM
    • #18

    but they have pirated skinemax

  • Steppenwolf
    • January 27, 2007 at 11:26 PM
    • #19

    Looks pretty cool. I believe i have spottet Mino behind one of the windows.

  • FMPONE
    • January 28, 2007 at 12:41 AM
    • #20
    Quote from Steppenwolf

    Looks pretty cool. I believe i have spottet Mino behind one of the windows.

    Lmfaooooooooooo

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