This is my blockout. I'm going to try my luck here. Hopefully learn a thing or two. Downloading UDK at the moment. Yep, noob of the noobs!
Best of luck!
I'm not sure how much of an issue it might cause, or if you're even planning on keeping them like that, but I think the stairs might benefit from being constructed as rectangles as opposed to the corner verts meeting into the bottom right corner like you have at the moment. It limits your unwrapping the way it is at the moment, but that's just my opinion, you've certainly got a more efficient way in terms of polycounts, and I'm not too informed on these subjects myself! If I'm wrong I'm sure someone will correct me! ^_^
Yeah, I saw it too, but the problem is if I shrink it, then the space between the colums dont match the concept, it was quick, still have to work in it a bit, thank you.
Haha, im in the same boat,, I think we all are. Those pillars aren't all the same size either,, plus the roof segments aren't square like I thought.
I'll join in too,to see where it takes me.I get stuck on some area and after a while i just drop it.This time i'm gonna try to post my small progress steps frequently here,so i don't drop the project again.
Anyway,even thought i'm an utter noob in 3d stuff,i beleive i'm good at basic studying and analysing.
Now,what i did is made a graph sample of same lenghts,and then placed it into same perspective as provided on picture.
Result is this:
I beleive that this should fix your proportion problems,provided that my analysis is correct.
If it's not,feel free to correct me
And one more thing,since it's gonna be my first time im using UDK,could someone tell me about the workflow 3dmax>UDK?
Does it make a difference if i make whole scene in 3dmax,or should i do each object for itself and then import it into UDK scene?
Before I started blocking out the pieces I needed to build I usually do perspective lines to see how close to the sketch I can actually get. The lines on this one were kinda disappointing. The door and the stair well don't fit well at all. When I go to build the layout I'm not going to take them into consideration at all for the wall placement.
So these are the pieces I came up with. The warm are blocks I can reuse and cooler colors are ones I will tile with textures.
Started building assets as well and just finished up modelling the staircase. Next comes throwing it in the scene and making sure everything fits snug.
Yeah, I saw it too, but the problem is if I shrink it, then the space between the colums dont match the concept, it was quick, still have to work in it a bit, thank you.
If you measure out the door, the doorway seems twice as wide, otherwise that looks like a great start Dvonio
Ok proportions are still a bit of a mystery to me, so i went and did something similar as someone else here already did; used "ramp" texture and put it in perspective + some perspective lines.
From what i see, area around door = area betweem door and stairs = stairs.
Then you have another area at the back, that has twice the length of the doors area (or any other. This should make this a bit more clear i think....
--edited--
Now that i think about it, i think i was wrong about the stairs; if the door area is 2 units large, and the back area 4, looks like the stairs indeed cover 3 units....
Indeed,even thought i got my ramp proportions worked out,once i started modeling,the trouble appearred,right at the stairs.Using my proportions stairs looked too steep,too short.
So,i dropped that and went for a safe and slow combination.
Blocked out doors at right height/width proportion,then made the wall they are mounted on,and just added on from there,proportion wise.
Staircase hand-painted texture applied to model. Model imported into scene to make sure everything fits snug. Material tweaking will start after I all models imported and a base hand painted texture added. Off to sleep!
Heres how I broke down the staircase into different components.
I'm not sure how much of an issue it might cause, or if you're even planning on keeping them like that, but I think the stairs might benefit from being constructed as rectangles as opposed to the corner verts meeting into the bottom right corner like you have at the moment. It limits your unwrapping the way it is at the moment, but that's just my opinion, you've certainly got a more efficient way in terms of polycounts, and I'm not too informed on these subjects myself! If I'm wrong I'm sure someone will correct me! ^_^
Thanks for the tips, i will try to redo my BO! CHEERS
I participate aswell. I also studied the concept about modularity and its like all the other results :P.. I did a fast blockout and started now with the basemesh of the stairs to throw in zbrush whe i get home to my tablet. Next I will do the door tex with ndo.
Coming along RobRoy, can't help but think that lighter coloured tile texture is a bit too large, even though it adheres with the concept. Suppose it would look better if it was a render
Hi guys , sorry for lack of update, friday was kinda of a busy day , so today I started doing some the assets , the ones that I think wont need high poly, with maybe exception of the pillars , I will update more assets at night.
Also I redo the blockout now on UDK with the right measures to putting the props.
I think I will incorporate it into my textures as well.
Thank you..... seems nice. I thought that was a hi-res model. I will be using UDK but I will not be looking to implement this. I want to see what I can achieve with this.
Replies
Best of luck!
I'm not sure how much of an issue it might cause, or if you're even planning on keeping them like that, but I think the stairs might benefit from being constructed as rectangles as opposed to the corner verts meeting into the bottom right corner like you have at the moment. It limits your unwrapping the way it is at the moment, but that's just my opinion, you've certainly got a more efficient way in terms of polycounts, and I'm not too informed on these subjects myself! If I'm wrong I'm sure someone will correct me! ^_^
Haha, im in the same boat,, I think we all are. Those pillars aren't all the same size either,, plus the roof segments aren't square like I thought.
Almost done my blockout here.
one thing about that back room, from what I got from the concept that room is huge in my blockout. Anyone else have the same thing?
Anyway,even thought i'm an utter noob in 3d stuff,i beleive i'm good at basic studying and analysing.
Now,what i did is made a graph sample of same lenghts,and then placed it into same perspective as provided on picture.
Result is this:
I beleive that this should fix your proportion problems,provided that my analysis is correct.
If it's not,feel free to correct me
And one more thing,since it's gonna be my first time im using UDK,could someone tell me about the workflow 3dmax>UDK?
Does it make a difference if i make whole scene in 3dmax,or should i do each object for itself and then import it into UDK scene?
Tiled concrete material.
Working on the floor tiling material.
So these are the pieces I came up with. The warm are blocks I can reuse and cooler colors are ones I will tile with textures.
I'll be starting with asset creation.
BEAT IT UP IN ZBRUSH, I'd like to see that.
man i gotta work faster
If you measure out the door, the doorway seems twice as wide, otherwise that looks like a great start Dvonio
From what i see, area around door = area betweem door and stairs = stairs.
Then you have another area at the back, that has twice the length of the doors area (or any other. This should make this a bit more clear i think....
--edited--
Now that i think about it, i think i was wrong about the stairs; if the door area is 2 units large, and the back area 4, looks like the stairs indeed cover 3 units....
--edited 2--
Ok here's the fixed blockout....
Just starting to add a little more detail now I have the overall shape of the scene.
So,i dropped that and went for a safe and slow combination.
Blocked out doors at right height/width proportion,then made the wall they are mounted on,and just added on from there,proportion wise.
Final blockout result:
Heres how I broke down the staircase into different components.
Thanks for the tips, i will try to redo my BO! CHEERS
here is what i got so far
need to work faster :poly122:
Great work everyone, this is moving along nicely.
The stair step size is tricky, right now they're too big...sigh!
My block out so far, Spent a bit of time messing with proportions. Been a while since i worked on anything would love critique.
I participate aswell. I also studied the concept about modularity and its like all the other results :P.. I did a fast blockout and started now with the basemesh of the stairs to throw in zbrush whe i get home to my tablet. Next I will do the door tex with ndo.
However that doesn't stop me most of the time so I shall see what I can get done on this.
Anywho, blockout!
Redid my blockout and threw it in to UDK and played around with lightning.
I'm going to make the assets, zBrush the ones that need to be sculpted detail, then texture them (in that order).
Here's my ladder:
My progress.
Here's my door:
Also I redo the blockout now on UDK with the right measures to putting the props.
You should make your floors and walls modular right now they are unique.
Why? It is forbidden?
Thank you. But I think for this level it is acceptable. I saw in Crysis2 a lot of unique geometry.
I might make a prop next, I really wanted to see if I could make some kewl bottles.
And that pallet isn't for the scene.
Hey Alex,
POM.
Thanks,
Alex
If you guys don't mind ill join you in this months challenge. Ill post a blockout after I see the Hobbit tonight.
On to textures....
Concrete Mat
Sorry, but what is POM?
http://freesdk.crydev.net/display/SDKDOC2/Parallax+Occlusion+Mapping
I think I will incorporate it into my textures as well.
Thank you..... seems nice. I thought that was a hi-res model. I will be using UDK but I will not be looking to implement this. I want to see what I can achieve with this.