Gaz Posted June 12, 2006 Report Posted June 12, 2006 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. 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: Quote
Polaris Posted June 12, 2006 Report Posted June 12, 2006 Could use some weapons. Seriously thats cool. If you don't get into the industry you can always make indie games Quote
Pericolos0 Posted June 12, 2006 Report Posted June 12, 2006 very cool, textures could have used some more work though i think also the lightmap really is a big waste of texture space imo. You could have used that for better purposes and used vertex lighting for the lighting model. but still very cool. Where can we find such challenges ? I remember hearing about a low poly level modelling challenge for handhelds a while ago Quote
Polaris Posted June 12, 2006 Report Posted June 12, 2006 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. Quote
Gaz Posted June 12, 2006 Author Report Posted June 12, 2006 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 Quote
Pericolos0 Posted June 12, 2006 Report Posted June 12, 2006 its just that the lightmap doesnt make much sense to me, ofcourse it looks better than vertexlighting, but the space could be used for more different textures, that gives a way better look overall imo . for example the lightmap on the boat model... thats just a waste of texture space as you only use that boat once, you could just draw the shadows on the boat texture Quote
sensee Posted June 12, 2006 Report Posted June 12, 2006 the sprite pearl is so mario 64 love it Quote
Gaz Posted June 12, 2006 Author Report Posted June 12, 2006 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 Quote
ReNo Posted June 12, 2006 Report Posted June 12, 2006 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? Quote
Gaz Posted June 12, 2006 Author Report Posted June 12, 2006 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 Quote
RD Posted June 13, 2006 Report Posted June 13, 2006 its awesome. I could walk off the map tho. Loved the water effects on the rock and the music Quote
Gaz Posted June 13, 2006 Author Report Posted June 13, 2006 Cheers guys Yeah thats a problem with the engine RD, to block the level off would mean hidden polys, so I left them out. Quote
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