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Posted

So I'm looking to do a DM map, probably for UDK, with perhaps a week turnaround, as the indie project I'm working on is taking a breather on the art end.

the map I'm looking to make is a mine. I've got the basic layout, a few modular pieces super roughly modeled, and I'll be getting the level designed today in unity. (for scale and layout testing) I want to get the level playable in unity, and then export and do the higher end modeling in maya to bring into UDK. my goal is to try and capture the raw weight and power of earthworks or earthy mine spaces. I'm thinking somewhere between the reality of salt mines and the fantasy of moria.

it's a two level map, with a larger open space in the lower area, and a corridor with some buildings along the upper space.

linked below are a few references and some wip screens and the layout.

ref:

http://imgur.com/a/aXRmw

rough layout:

B0EV4.jpg

rough models:

zuRuf.png

so far I've got about 2 hours into the planning and modeling, and implementation. hoping to get another 3 or 4 hours in today, during break and after work.

James

Posted

o-k, so I got the scale where I want it, and I'm working on getting the layout assembled in UDK with my placeholder objects. i'm having trouble setting up the terrain objects in UDK, as I've never used terrain before. so I got it looking close to what I want height-wise, but I can't paint textures on it for some reason. I set my textures up as terrain materials, and they are loaded in the terrain editor, but I can't paint them on.... anyhow, here's some screenshots.

the little guy in the central chamber (huge bright room) is about the same size as a character. (he's only in there for scale, atm)

rM3J5.jpeg

AyeOK.jpeg

ynQwK.jpeg

pQ2HN.jpeg

nKsvs.jpeg

gGHxW.jpeg

mKOyv.jpeg

9rZZD.jpeg

Nol8m

RG7UI

so I've got some UV issues to work out this weekend, and I'm going to try and have some nicer higher res models as well. I've got the majority of large models roughed in, the only thing I'm missing is a few rock clumps to define the rocky tunnels with.

I'm planning on some type of mesh that creates a truss system around the central room, not sure if I'm going with aged wood, like an old mine, or rusty or weathered metal like a newer mine. and I'll probably make a few small machines or mine equipment things to place around.

James

Posted

so the work week starts again. I'll update some of the new models and get screenshots on my lunch break, but the bulk of the improvements will have to wait until tonight to post, since they are at home, and I have a newer version of maya at home, and forgot to downsave to something my maya 7 here can open...

anyhow, I've refined some of the models, and got some details added to the tunnel sections, as well as to the main chamber. I'll try to get the rough stone pieces modeled today, so I can have sloping passages that lead from the lower chamber to the upper tunnels walled in.

the UV mapping of complex models really kills me, especially organic models. I end up taking the cheat way out by "Auto mapping" until I have everything modeled the way I want, but that is bad, because I end up with a complex model with no real foundation for the UVs.

James

Posted

Update:

here are some screenshots from the level as it is atm,

I've been playing with the placeholder materials, trying to find a tone/color that I like,

jnmeC.jpg

2PWNm.jpg

EFy6L.jpg

ilwRe.jpg

also, I finally got the Terrain textures working the way they should work.. so thats coming together.

lighting isn't really the way it will be when the level is done, everything is flooded with light, so I can see what i'm doing...

the majority of the work I got done today was in the upper tunnel area. some screenshots on the horizon tonight showing higher res modelstuffs.

I'll probably update the mesh on the overall tube tomorrow so that it has more detail, and the UVs match, don't know if I'm going to try and model any high-res details on the walls, may only use repeating large images and UDK's awesome material editor to define the details on a simple mesh.

James

Posted

alright, update!

I was sick wed and thurs, so I got little to no work done then. I am giving myself a 2 day extension, so I have until sun night to get this level as far as I can get it.

I got one modular stone modeled, uvd and somewhat textured.

here's three screenshots showing the first pathway from the chamber to the tunnel. it's only about halfway assembled, but there's a screen showing the path via lights.

2KhYm.jpg

ZpzFO.jpg

gpg8P.jpg

thanks, Froyok, for the AO crit, I'll look into that. I am not sure why it's showing up there, as I haven't had AO turned on, but perhaps its something with the "preview" quality lights i've been building. we'll see.

James

Posted

haha, sorry for hurting your face.

most of the textures are somewhat placeholders. I haven't spent much time getting textures together, mainly attempting to get the modeling and the layout assembled.

James

Posted

A little tip, it's easier to make out what's going on if you treat a map in stages, start with geometry and apply white (gray, pink, woteveryouwant) colours rather than quickly set-up UV's that make the scene look messy ...

once you're happy with the geometry scale, shapes and detail you can then texture the scene :)

Posted

A little tip, it's easier to make out what's going on if you treat a map in stages, start with geometry and apply white (gray, pink, woteveryouwant) colours rather than quickly set-up UV's that make the scene look messy ...

once you're happy with the geometry scale, shapes and detail you can then texture the scene :)

What he said, the template textures you're using are off setting and can make it difficult to figure out what you are trying to achieve with your mesh work.

other than that, i can't really tell what stage of your mesh work you are in. A rough ballpark estimate, what percentage would best represent your meshes work? I don't want to critique something thats so early on and you're quite aware of :)

Posted

o-k, so for kedhrin:

it's tough to say, only because some of them are farther than others. I would say the little buildings and tunnel pieces(becides any UV work) are probably about 80% done, the main chasm as pictured is 50%, (but I can't the the current chasm mesh in, it's closer to 80%, i'm having some issues with errors in the mesh that i have yet to find... that mesh has quite a bit of structure and extra detail to it that I feel would make the scale more pronounced and impressive..)

I would love to add more small detail props, but I know that those are more of an accent, as they don't define the level's shape and structure. (unless I plan for then ahead of time..)

I got next to nothing done this weekend. I seemed to forget that it was easter weekend, and with a little one that demands multiple easter egg hunts, I had very little free time, plus with portal 2 out...... well, yea..

anyhow, I'll see if I can find some time in the near future to update some of the work, but if not, this was only a quick sketch/challenge after all.

and on the up side, I learned how to use UDK's terrain tools, even if I didn't get the two i used to look amazing.

James

Posted

BTW kedhrin, LOVE the concept and look of ghetto golf, I'll be picking that one up asap when it comes out for XBLA. I have always loved the concept of taking golf out of it's box, and adding to it. never really played straight up golf games, but played plenty of bizarre variations.

both of those games look pretty sweet.

anyhow, here are a few screens of the whole scene minus textures, just so you guys can get a better idea of the space/layout of the scene.

opposite ends of the tunnel:

W1Un1.jpg

J1a8k.jpg

a panoramic of the chamber:

hTalP.jpg

one entrance into the chamber from connection cave: (tinted objects are for clarity of space/location of image)

HkqGE.jpg

a walkthrough of formentioned connection caves leading from tunnel to chamber:

ErM8s.jpg

as of now, I don't think I'll update much more anytime soon, but if anyone wants to crit, go right ahead, I'd like the advice.

James

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