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Topic : "Environment (3D, big dl)" |
Simon Gustafsson member
Member # Joined: 04 Jun 2000 Posts: 249 Location: London, UK
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Posted: Fri May 11, 2001 1:04 pm |
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Here�s my first try at a lowpoly scene.
I�m trying to get a job.
Here is some tech:
4184 polys
2mb textures
max texturesize 256x256x256
no coloured lights
no shadows
Modelled in Max 2.5
Textures in PS
Tell me what you think. Happy for any advice. |
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Poprocksz member
Member # Joined: 08 May 2001 Posts: 497 Location: Transylvania
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Posted: Fri May 11, 2001 1:14 pm |
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Resident Evil anyone? It's awesome man...
add fire, zombies and blood thirsty birds
[ May 11, 2001: Message edited by: Poprocksz ] |
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Darklighter member
Member # Joined: 21 Feb 2001 Posts: 223 Location: L.A,CA
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Posted: Fri May 11, 2001 1:25 pm |
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nice, maybe add some vertex color/lighting in there too and u'll be rockin'it up.... |
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Lord Argent junior member
Member # Joined: 11 May 2001 Posts: 13 Location: San Diego
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Posted: Fri May 11, 2001 1:29 pm |
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Nice, it reminds me somewhat of some scenes from Kingpin.
The lighting could be touched up a bit to give it even more mood. For example, the columns in front of the doorway could cast some shadows outward.
LAG |
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waylon member
Member # Joined: 05 Jul 2000 Posts: 762 Location: Milwaukee, WI US
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Posted: Fri May 11, 2001 3:47 pm |
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One thing that could improve the scene drastically is to make the shadows cooler. I know you said "no colored lights", but you might be able to accomplish this with just the textures. (Or, if you can change the color of the ambient light, that would do it too.)
Otherwise, I don't really have any crits. The geometry and textures look great. What program is this done in? |
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Francis member
Member # Joined: 18 Mar 2000 Posts: 1155 Location: San Diego, CA
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Posted: Fri May 11, 2001 4:06 pm |
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That does look terrific. Good luck on the job search! |
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Collosimo member
Member # Joined: 30 Dec 2000 Posts: 551 Location: Brisbane, QLD, Australia
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Posted: Fri May 11, 2001 4:24 pm |
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Hey thats a good job for low poly... Ligthing, and maybe some papers or trash strewn on the ground, some sort of little detail you would expect...
I like the colours of the light that comes form some of those windows...
Now get that JOB! |
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shahar2k member
Member # Joined: 01 Jun 2000 Posts: 867 Location: Oak Park CA USA
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Posted: Fri May 11, 2001 8:11 pm |
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now, if I were to make a lowpoly scene such as that in MAX, would I be able to transfer it to a game's environment without creating "brushes" for every surface? |
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Matthias member
Member # Joined: 02 Apr 2001 Posts: 60 Location: Vancouver, BC, Canada
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Posted: Fri May 11, 2001 10:17 pm |
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it alllll kicks ass
but i think its too clean cut
needs some trash as said b4, and dirt on ground and such. |
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Dives member
Member # Joined: 22 Sep 2000 Posts: 392 Location: Finland
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Posted: Sat May 12, 2001 5:25 am |
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looks like something straight from a game |
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Hjeldnes junior member
Member # Joined: 12 May 2001 Posts: 22 Location: Oslo, Norway
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Posted: Sat May 12, 2001 7:04 am |
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Hey, I think the environment looks good. but why so low specs for it?
The current limitation now is the texture maps, so you can use a lot of polygons on a game scene. Way more than 5000 It is getting closer and closer to modelling scenes for prerendering.
Also, coloured lighting is common in most games already. It looks nice, now but I think changing the lighting like some others suggested would help a lot. |
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TheEyeless member
Member # Joined: 05 Nov 2000 Posts: 83 Location: austria
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Posted: Sat May 12, 2001 1:19 pm |
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I'd say: if you really want to apply for a level designers job, you should learn to use special Leveldesign tools. ( worldcraft is the most used...).
and get to know some 3d engines ( [URL=http://cg.cs.tu-berlin.de/%7Eki/engines.html ]something 3d engine related i've found )
You won't get a job knowing only 3dsm.
(if i said smthing you know - ignore this post.�and if i said somethign completly stupid, correct and hate me...) |
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shahar2k member
Member # Joined: 01 Jun 2000 Posts: 867 Location: Oak Park CA USA
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Posted: Sat May 12, 2001 3:07 pm |
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oh yah, I know how to use worldcraft, unrealED, and some others (some Doom editors mainly )
but I suck at those tools, I can work 10 times faster in 3DS |
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Jucas member
Member # Joined: 14 Jan 2001 Posts: 387 Location: Pasadena, CA
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Posted: Sat May 12, 2001 10:08 pm |
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Tis very good. I really have no crits, except it needs more charater. How to go about that I dunno.
World Craft, UnrealEd etc. Were disigned with the purpose of making a specific game ie- Unreal Tounament, Half-Life. But that software was devoloped by the team developing that specific game to make the process of producing level easier (having every tool you need helps alot). Knowing Max, I'd say, is more important than knowing a particular prog devolped for one game.
Nuff outta me,
jon |
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Darklighter member
Member # Joined: 21 Feb 2001 Posts: 223 Location: L.A,CA
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Posted: Sat May 12, 2001 10:37 pm |
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he never said he wants to be a level designer.... |
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Dan Webb junior member
Member # Joined: 23 Apr 2001 Posts: 43 Location: CA, Bay Area
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Posted: Sat May 12, 2001 10:58 pm |
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Yeah, Hjeldnes is right. Scenes (maps) are coming out now comprised of 150,000 +!! You could also make super high resolution, effect heavy scenes that are modeled cleanly and land a great job. Needless to say, great stuff, great textures, clean environment...
[ May 12, 2001: Message edited by: Dan Webb ] |
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NukleoN member
Member # Joined: 11 May 2001 Posts: 236 Location: CA
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Posted: Sat May 12, 2001 11:42 pm |
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Very nice..I agree about adding dirt, perhaps graffitti, posters, debris on ground..very cool tho...
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Strawberrysauce member
Member # Joined: 04 Feb 2001 Posts: 356
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Posted: Sun May 13, 2001 3:45 am |
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looks really good in my humble opinion.
you said you used no shadows, but i can
see a few coming from the lamps above the
doorways, have the shadows been drawn into
the textures?
cool.... |
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Simon Gustafsson member
Member # Joined: 04 Jun 2000 Posts: 249 Location: London, UK
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Posted: Sun May 13, 2001 8:42 am |
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Thanks for your help everyone! Next time I will plan the scene better to make it more interesting.
Darklighter:
Vertex color/lighting? whats that?
Lord Argent:
How can I create such shadows without using dynamic shadows? All lightsources must have "shadows:OFF"
waylon:
Not allowed to use ambient color either =/ I tried to give all the textures a green/yellow tint to achive some atmosphere
Its done in 3dsmax
shahar2k:
Im not familiar of the term "brushes" in 3dstudio and I dont know how to transfer things into a 3d engine. Isnt that the coders job? =)
Hjeldnes:
I was allowed to use 10000 polys for this but I ran out of texturespace (2mb)
This could ofcource be avoided with better planning of the scene. But as I said, its the first time I try to do lowpoly.
TheEyeless:
Its not really leveldesignerjob Im looking for I think, more backgroundartist or whatever its called. I like to create atmosphere. This probably looks like a Quakestyleish scene but thats because the only lowpolygames I played are Doom2 and Halflife =)
shamhead:
No, that shadow is faked using both a spot and an omni at the same place. The shadows edge is actually the Hotspot/falloff of the square-spot. The omni only affects the inside of the roof. |
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