So, this is the latest project, that I have been working on for a good while now. I wanted to step the scale and specs up a bit from my earlier stuff, and do some experimentation on methods for increasing the speed when doing modular environments.
I really like the style that I had in my old scifi slum, so i wanted to do something similar but on a much much grander scale and with more life in the environment and not just an empty small level, so for this environment I will also be making vehicles and characters. Hopefully I'll be able to show more of that soon aswell : )
The whole idea of the scene is to depict a grand-scale scifi city, but a very worn down/dirty part of the city, where the back alleys are basically slums and very dark, while out on the main streets in the sun its very bright and sunny but still very worn down and gritty.
There are tons of fuglyness in these pics as most assets are unfinished/placeholder/unpolished sofar, I have been experimenting alot with getting a good base to work with, aswell as trying to cover all bases at once, which makes the pace pretty slow ^^ There is also lot of movement and things happening in the scene, but I will show that better in videos later on : )
And now: picture-rain!
Here are some shots from the level:
Here are two shots of the asphalt shader I made for the main street, still have some more ideas to improve it but pretty happy with how it works for now : D
This is an example of some of the wear that I use in my main mastershader:
This is a test of the shading for the metal parts for characters, like helmets for example:
A transforming robot that can turn into a ball, that will populate the streets, still untextured, but inside UDK atleast:
Replies
Thanks!
For the robot, how do the legs attach to the body? It looks awesome!
There's that word again: "heavy." Why are things so heavy in Snefer's SciFi? Is there a problem with UDK's gravitational pull?
mbishof: they are just photosourced and then taken through ndo2
Shanthosa, they are just connected under the main engine thing with..nothing special really, just showed them in there, haha, but you cant see it anyway, so I didnt bother doing it properly : )
Yeah, I do some livestreaming at times at: http://www.livestream.com/snefer/
For example modelling the bot there aswell as flying around the level and now starting the next vehicle for the scene. Im taking this project as an opportunity to practise a little bit of everything, for example characters and concept art, which im notoriously rusty at, for example these two tests I did of the street-vehicles aswell as some tests for character designs ^^
Ive made a bunch of new props for the scene, but the AC unit is pretty much an example of how far I will stretch the modularity of the texture/shader. You can get away with alot, its not the prettiest props ever, but if no one looks to closely they hold up pretty well, and they are really fast to build : )
Looking saweeet! Love the atmosphere!
gannon: thanks! Hmm, not really much process to it im afraid, I do some concepts, gather some inspiration, and then go crazy basically. Trying to sctructure it a bit more and iterate more and more, but im still a bit too lazy to have a really good workflow for something this big unfortunately ^^
wester: yes, everything is using one textureset sofar. (except the robot and the helmet etc, and some random small textures here and there)
..i can do it in max by cropping, but I've only ever been able to make it work in UDK if that portion is in the top left corner...
Have started cleaning up the scene and making more proper assets, its wayy to busy and noisy in places, as well as making zero sense. Also made a quick pass on postprocessing and some more assets : )
I take that as a challenge to make better vent-thingys! Have to animate these so they open, but yeah, pewpew, props!
you are probably past the point of inspirational and close to the point of frustrating because you are so freaking productive... ._.
can't wait to see breakdowns of some of those thingies
Do you plan to release this as a game project that we can later run around and shoot at stuff in?
(Seriously please pimp off some high res renders).
Mischievous: this i will not release a level for download most likely, but I will probably do some pretty detailed breakdowns eventually : )
Jeff: there are no highres models! : ) Its all built using one tiling texture Except the robot and helmet, but their highpolys are kinda shitty
aww rats. I thought you had figured that out. I spent a couple days trying to make it work without separating it into another texture but decided it wasn't worth the time it was taking me.
i want to see more!
And I would just like to appreciate this Back to the Future joke, because it made me laugh.