So, this is a little project i started as a test to see how fast I could build an environment, timing myself as I built it, and figuring out ways to optimise my workflow. Sofar i've been working on this for about 36 hours, so little more than 4 days of work. Gonna add alot of stuff, still working on the core pieces, and I havent textured so many of them yet, but its a start :]
scrolling down at first i wasn't too interested in it... stuff seems washed out, but then i saw them high poly's.....daaaaaaaaaaaaaaaaaammmmmmmmnnnnnnnnnnnnnnnnnnn !!!!!!!!!! now you caught my interest and have me looking forward to the development of this bad boy
Thanks for the comments :]
ayoub44: Yes, everything is modular pieces.
CandyStripes05/MoreDread: yeah, not really trying to sell the details yet, but will post more closeups later ^^
Slum: LOL
You probably are aware of this, but if not, the buildings just don't do justice to these highres modular parts.
It's hurting the overall worthiness of this thread.
Thanks :] Updated with a little bit of texturing on the signs + some new signs, there will be proper holographic texture-things there later, now its just a glowy square ^^ Also an example tinting and some stuff. Also tried setting up the signs so i can increase the size of the Glowy part with a vertexshader and a slider in the instance editor.
Aha, hmm, I actually didnt know what that was * embarrassed* Hmm, well its not, i just copied out some buildings to test the meshes, but I should definately look into it, just to play around with atleast ^^
DUDE!!! We JUST finished brawl... You are a psycho. Lol. Actually that's cool that you're continuing the momentum, I always feel super productive after competition also. It's just that if I dare open up max or the editor on my computer right now, my girlfriend will break my hands and feet and worst of all snap my wacom pen...
this is looking great though!! You're crazy fast at modeling
Bbox85: thanks man! :]
dustinbrown: yup! Thats how i did it, not optimal solution, but meh :] Would probably been better to redesign it and build it out of polys, but im not running with any specific limitations in mind right now anyway.
A fast little module-thing I made for the walls and stuff. Dont know what its supposed to be, but i felt like beveling!
Really loving the modular nature and details of your assets. If you've seen the indie game Hawken, these look like they'd fit in nicely to that universe.
Looks great!
I only think it is missing a focal point at this scene. Probably you are making general assets at this stage, but a central square, a big statue or maybe another kind of building would looks awesome.
Gannon: Its gonna be a very muddy street with waterpuddles, get some nice reflections going. Wil lbe walkways with planks/pieces of metal, etc. Alot of debree, the idea is that this is the lowest level of a huge city, basically industrial storage/shabby offices turned into hobo living space and slum.
Pedro: I mostly ugly-bake in modo, all those fancy tricks that everyone is using? I mostly dont, thats why my bakes looks like shit! Nah, but in general I dont bother fixing small stuff, not a perfectionist when it comes to small baking errors, unless its really something that pops out. I'll do a complete recording of one of the new props I will make, I suppose
Fabio: yup., agrees, but unique stuff comes after the base is built, still alot of basic assets missing
Some sloppity texturing on the wireholder-thingy :]
Awesome man, thanks for considering making a video of your process!
I really love the way you rust things up, thats something I dont understand much right now...I've done a few props with scratches and rust but I would love to learn your approach at it to make my texturing that much better.
Excellent work!
awesome texture work on that wall piece.. whatever it is. :P out of curiosity, how many meshes do you have in the scene total? (individual ones. not instanced).
Ugh working on my sci fi environment and having trouble getting my props to look as interesting as yours. Do you look at anything specific for inspiring for your props?
Replies
XD
ayoub44: Yes, everything is modular pieces.
CandyStripes05/MoreDread: yeah, not really trying to sell the details yet, but will post more closeups later ^^
Slum: LOL
You probably are aware of this, but if not, the buildings just don't do justice to these highres modular parts.
It's hurting the overall worthiness of this thread.
This will look awesome in the end!
wait wat? ^^
Gannon: Yeah, they are kinda intense right now, hehe ^^
Judd: thanks :]
Think Adam is referring to the procbuilding system in UDK. High poly's are looking sweet.
Just try to smooth those dirt and rust along seams a little bit, imo.
You should be doing environments for hawken!
dogzer: thnx!
Some random stuff being built, like cardboard boxes, some more modular pieces, here is another building block. Larger update soon :]
this is looking great though!! You're crazy fast at modeling
dustinbrown: yup! Thats how i did it, not optimal solution, but meh :] Would probably been better to redesign it and build it out of polys, but im not running with any specific limitations in mind right now anyway.
A fast little module-thing I made for the walls and stuff. Dont know what its supposed to be, but i felt like beveling!
Working on the scene a bit, adding some small new props, tweaks, etc.
Cordell: Hmm, might do a recording of something like that soon, yeah. From modelling to texture.
Plans for the street?
Oh I would love to see that.
Also, Tor, how do you usually approach the baking? Since you use modo, do you have a all modo pipeline? Or bake in another app?
I only think it is missing a focal point at this scene. Probably you are making general assets at this stage, but a central square, a big statue or maybe another kind of building would looks awesome.
Pedro: I mostly ugly-bake in modo, all those fancy tricks that everyone is using? I mostly dont, thats why my bakes looks like shit! Nah, but in general I dont bother fixing small stuff, not a perfectionist when it comes to small baking errors, unless its really something that pops out. I'll do a complete recording of one of the new props I will make, I suppose
Fabio: yup., agrees, but unique stuff comes after the base is built, still alot of basic assets missing
Some sloppity texturing on the wireholder-thingy :]
I really love the way you rust things up, thats something I dont understand much right now...I've done a few props with scratches and rust but I would love to learn your approach at it to make my texturing that much better.
Excellent work!