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Author   Topic : "Environment (3D, big dl)"
Simon Gustafsson
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Joined: 04 Jun 2000
Posts: 249
Location: London, UK

PostPosted: Fri May 11, 2001 1:04 pm     Reply with quote
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
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Joined: 08 May 2001
Posts: 497
Location: Transylvania

PostPosted: Fri May 11, 2001 1:14 pm     Reply with quote
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
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Joined: 21 Feb 2001
Posts: 223
Location: L.A,CA

PostPosted: Fri May 11, 2001 1:25 pm     Reply with quote
nice, maybe add some vertex color/lighting in there too and u'll be rockin'it up....
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Lord Argent
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Joined: 11 May 2001
Posts: 13
Location: San Diego

PostPosted: Fri May 11, 2001 1:29 pm     Reply with quote
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
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Joined: 05 Jul 2000
Posts: 762
Location: Milwaukee, WI US

PostPosted: Fri May 11, 2001 3:47 pm     Reply with quote
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
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Joined: 18 Mar 2000
Posts: 1155
Location: San Diego, CA

PostPosted: Fri May 11, 2001 4:06 pm     Reply with quote
That does look terrific. Good luck on the job search!
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Collosimo
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Joined: 30 Dec 2000
Posts: 551
Location: Brisbane, QLD, Australia

PostPosted: Fri May 11, 2001 4:24 pm     Reply with quote
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
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Joined: 01 Jun 2000
Posts: 867
Location: Oak Park CA USA

PostPosted: Fri May 11, 2001 8:11 pm     Reply with quote
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
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Joined: 02 Apr 2001
Posts: 60
Location: Vancouver, BC, Canada

PostPosted: Fri May 11, 2001 10:17 pm     Reply with quote
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
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Joined: 22 Sep 2000
Posts: 392
Location: Finland

PostPosted: Sat May 12, 2001 5:25 am     Reply with quote
looks like something straight from a game
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Hjeldnes
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Joined: 12 May 2001
Posts: 22
Location: Oslo, Norway

PostPosted: Sat May 12, 2001 7:04 am     Reply with quote
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
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Joined: 05 Nov 2000
Posts: 83
Location: austria

PostPosted: Sat May 12, 2001 1:19 pm     Reply with quote
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
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Joined: 01 Jun 2000
Posts: 867
Location: Oak Park CA USA

PostPosted: Sat May 12, 2001 3:07 pm     Reply with quote
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
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Joined: 14 Jan 2001
Posts: 387
Location: Pasadena, CA

PostPosted: Sat May 12, 2001 10:08 pm     Reply with quote
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
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Joined: 21 Feb 2001
Posts: 223
Location: L.A,CA

PostPosted: Sat May 12, 2001 10:37 pm     Reply with quote
he never said he wants to be a level designer....
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Dan Webb
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Joined: 23 Apr 2001
Posts: 43
Location: CA, Bay Area

PostPosted: Sat May 12, 2001 10:58 pm     Reply with quote
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
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Joined: 11 May 2001
Posts: 236
Location: CA

PostPosted: Sat May 12, 2001 11:42 pm     Reply with quote
Very nice..I agree about adding dirt, perhaps graffitti, posters, debris on ground..very cool tho...

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Strawberrysauce
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Joined: 04 Feb 2001
Posts: 356

PostPosted: Sun May 13, 2001 3:45 am     Reply with quote
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
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Joined: 04 Jun 2000
Posts: 249
Location: London, UK

PostPosted: Sun May 13, 2001 8:42 am     Reply with quote
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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