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MNeMiC

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Everything posted by MNeMiC

  1. I took that bear graffitti photograph and put it up at CGTextures :D:D:D
  2. Thanks everyone, really good critics, I'll do my best to explain some things. hessi: I agree with you, it really dosen't feel like there's anything special about the scene right now, this is probably because I set out with no planning on it kind of, my goal was just to make a scene and that's it. The problem here is that I started working on the props, like the rail and the train, instead of getting the base of the scene done better so I could make the details fit more into the scene. All in all I'd say it's like 1-2weeks work time spent on it, but all during evenings and weekends and such so it's a pretty "lazy" piece I'm afraid. Regarding the WIP, I'd say it's finished right now for my set goals, but it's not a finished masterpiece, I think I can get it quite a lot better. I just wanted to get it kind of "done" with so I can take some rest and do some other things for a while, my plan is to show it around to people and then further develop it on that feedback. Right now I hardly dare show any of the textures since they are really "cheap" and hastefully done and that's something that I don't wanna do. So when I'll be continuing on it, it's more like I'll be making version 2.0 or at least an update on it. When that time comes I'll be adding much more scene-related details since I now know how all the pieces are going to be together so I can fix all the flaws. Regarding to post a finished level or an environment, the thing is that I'm not setting out to make an entire level like this for my portfolio right now, rather a confined space. About the pictures being dark I have to ask a questions, because the problem - I now realize - might be that my monitor and the HDTV I tested the scene on is either very bright or has very f-ed up settings that makes everything appear much brighter. So the question is: Do you guys see the stars in the background on the normally rendered pictures? dux: (or anyone else for that matter) could someone suggest things that could make this scene more interesting? I was planning on having a crane that would be used to lift the objects from the trains to the docking platform, but the texture didn't turn out too well and I didn't want to spend forever on it so I decided to use it's silhouette instead, which is what you are seeing in the background in front of the moon. Defrag: I had some manually added decals created in Maya, but somehow the shading on these got really messed up and it didn't look anything like the desired result at all. I'm clueless on how to actually setup in-engine decals in UE3, does anyone have any ideas here? I haven't really looked it up yet though, that's something I will be doing when I'm updating the level though as it seems that the base platform (the big concrete thing), didn't get messed up, which is something that I totally overlooked when I was adding destructed details to the scene objects. [HP] The fog is something that I couldn't find either. Anyone have any suggestions? I tried looking in the Unreal Engine 2.x information databases but I only found a node that can't be added in UE3. Not in my version at least. I tried making the fog with alpha planes, but it - as well as the decals on the ground - didn't work out at all. About the moon again: I didn't really cover up the moon, I actually added the moon so I could show the crane up there. The thing it's standing on was actually supposed to be a hill, but someone said it looked like a big pile of junk on a junkyard, so I added some things there and tried making it look like the silhouette of a junkyard, I say "tried" since it obviously wasn't clear enough, I'm gonna have to fix that as well I guess. Thanks for the feedback once again, I really appreciate it and I'm gonna work on all aspects of it when I pick this scene up as soon as I've gotten some relaxing done (played through some new games, watched a few movies), hehehe. If a moderator agrees with hessi on the point of WIP/Finished Work, please move the topic to the WIP section, either one is fine with me. //Henrik
  3. Sorry but can't tell, just hang on a couple of months more! It'll be awesome =) Also, is there anyone here that has some ideas on why I'm not getting any shadows on my stuff when I'm compiling the map? All objects are static meshes and I'd like them to cast a shadow on the ground at least. There are no dynamic or animated objects or lights in the scene.
  4. Factory Docking Platform Time to show everyone my big summer project. The goal was to create a "realistic" 3D-environment with ingame-graphics and render it in a game engine. The whole thing is rendered in Unreal Engine 3.0 without any touches afterwards. All pictures can also be viewed at my portfolio: www.HenrikLarsson.info In-Game Screenshots Alternate Renderings Lit, Unlit, Lighting Only and Wireframe #1 #2 #3 #4 Textures Some of the texture maps created for the project. In total there were about 90 textures used, though these includes color, specular and normalmaps. Videos A flythrough of the scene directly screencapped from Unreal Engine 3.0, more versions of the video with different resolutions, quality and codecs can be found at the homepage. I recommend watching the video in a video player other than VLC since it darkens down the images in the video alot, which makes it hard to see. Right Mouse Button-click the videos and select Save Target As Thanks for taking your time and checking out my work. Pleaso don't quote the whole post, everyone's scrolling-finger will be sad!
  5. It looks very nice =)
  6. He made an overlay? What? Where? On my model or are you talking about another model that he made or something? *confused*
  7. The base is okey, but alot unoptimized. The blade is fine, but look at the handle, you have 2 loops that does nothing at all to the model. Also, you still have the "inside" or, "top" piece of the connecting piece between the stick and the blade. You should remove these things and you'll go down about 40-50tris.
  8. RA7 - Thanks! It's a model made in Maya and textures in Photoshop. buddy - Thanks for the feedback. So you think it's too much noise? It's added manually by me, not by the photos, check out the attached PSD-file. I guess you're right if it was used multiple times, but then again, it's a sticker pasted there by someone that wants people to see it, so it's not unlikley that he would paste another one somewhere, and if it's the same neighbourhood, why not use another trashcan as a place to stick it? You are right about saving polygons by placing the metal strips above the original mesh, especially when I'm using hard edges there anyway. The only negative thing about it is that I'd had to move the metal pieces in the UV somewhere else to have the same quality on them (since it shouldnt be on the same place and have texture both under and on the metal pieces. About lowering the textures, yeah sure, that would be done if it was used in a game, though this one is just to show off maximum resolution texture just to show that I can handle large quality textures in my portfolio. Regarding the speculars, yeah, the problem is that it's not shown there, I need to light my models better, both to show off the normal map even more, and also to show the specular better, I'm gonna relight all models in my portfolio to make them look better in a screenshot. Edge blemishes, do you mean the insides of the trashcan-geometry? The pieces that holds up the top part. Warby - Well, it looks better with normalmap than without, but like mentioned before, the normalmap "results" are hard to show on non-organic models without animating light or showing them ingame with a better light-source. On the screenshots I've lit the model from many directions to show it off better, but it turns out worse, so I gotta fix it >,< buddy - SnipaMasta didn't post the model, I did. He gave me a tip to use the sharpen tool, he didn't say that he used the sharpen tool and updated the images, as I think you understood it.
  9. MNeMiC

    Where do you live?

    WTF! Sweden is Moose Country no#1!
  10. Level prop of a trash can for an urban game environment. Next-generation maps and resolution including color, specular and normal-maps. 434 tris 1024x1024 textures (obvoisly easier to lower the texture size than make it higher, obviously also used in a game with mipmapping on...) 6hrs worktime http://www.henriklarsson.info/gallery/trashPsd.rar - PSD http://www.henriklarsson.info/gallery/trashObj.rar - OBJ-file http://www.henriklarsson.info/gallery/t ... re1024.avi - Animated spin BTW, first post here even though I joined 07 Jan. 2005 =)
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