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So we're making a game...

My name is Dylan, and I am currently studying a ED Games Design Level 3 course. I am currently in the second year of this course, and our project is to create a level in groups. In our group, we have decided to create a zombie level. Bear in mind the following work that I will show are works in progress, and we have only been using Autodesk Maya and UDK for a short while. Please provide any constructive criticism that we may use to learn and get better :)

The level is based in a local city, except a few years from now. At the moment, we have basically blocked out the map so that we can plan where everything is going. We have yet to revise certain parts of the map.

Thank you!

our_game_by_dylw123-d5r1g6w.png

This is the top view of our map.

our_game_map_by_dylw123-d5r1g8k.png

A 3D Onlook on the layout of our map! (The little ending bits where it splits off into a T then ends is where the player won't be able to see. There will be a barricade stopping the player, for quarantine)

lectern_by_dylw123-d5r1g9u.png

One of many low-poly models that will go into our level, this one is a lectern for use in a church that I have yet to finish.

More will be posted as the team and I work on the level, so please post what you think!

Thanks!

Replies

  • PyrZern
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    PyrZern polycounter lvl 12
    Hey there, you gotta <IMG> the image file, not the link to the site of the image. You can simply Right Click your image, Copy Image URL, paste into <IMG> tag.
  • LordEsther
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    Sorted, thanks PyrZern!
  • David Wakelin
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    Hi Dylan,

    Main criticisms I would say is to plan a level before you start creating stuff from the ground up, meaning RESEARCH. :) Your city layout is literally a few straight lines crossed rather then that of a city layout, and theirs no difference in height in any landscape.

    Look at these typical city layouts:

    city2.gif

    streetlayoutslg.jpg

    Your Low poly models are very basic aswell, try to define the form abit more, make some extrusions to add detail; look at the model and see where it's "blocky" can this be more defined? The topology of the model isn't too good either, at the moment its 6 sided; and although this wont deform it will cause issues in a game engine:

    Topology Issue:

    lowpoly1.jpg

    Topology Fix:

    lowpoly2.jpg

    Hope this helps a little :)

    Good luck
  • C
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    C
    What genre is your game going to be? As it influences the level design a lot.
  • LordEsther
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    Hi David,

    Thanks for the topology issue! I actually really didn't notice that until you pointed it out for me, so thanks for that! I'll keep an eye out for more of those in other models.

    As for research, research was kind of slim and our teams weak point, I will admit that, so I will get the team together and have a word with a few of them - I agree that it seems very linear at the moment, but we really wanted it to be simple yet playable. Perhaps we could find a way to add some hills or something to slow down the pace of the game? This would also allow us to make the part of the city more realistic.

    Again, thank you for the advice.

    @C
  • C
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    C
    I think I asked it the wrong way :) I ment if it is a FPS, Top down shooter, Puzzle...
  • David Wakelin
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    LordEsther wrote: »
    Hi David,

    Thanks for the topology issue! I actually really didn't notice that until you pointed it out for me, so thanks for that! I'll keep an eye out for more of those in other models.

    As for research, research was kind of slim and our teams weak point, I will admit that, so I will get the team together and have a word with a few of them - I agree that it seems very linear at the moment, but we really wanted it to be simple yet playable. Perhaps we could find a way to add some hills or something to slow down the pace of the game? This would also allow us to make the part of the city more realistic.

    Again, thank you for the advice.

    @C
  • LordEsther
  • PixelSuit
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    Hey LordEsther, how are you guys going to go about creating and texturing the world and most importantly the buildings? It seems there will be a lot of them in this level to make it believable, have you considered using modular assets and tiling textures?

    Good luck with the project!
  • LordEsther
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    Hi Pixel!

    Creating the world, a lot of the blocks you see on the map will be plain BSP brushes - Buildings you cannot go in. Since we have a limited team and very short time to do it, we will be making just a few buildings that you can enter. These will hold very important clues about the level so that the player will need to explore.

    By modular assets and tiling textures, could you please explain what you mean? Thanks!
  • David Wakelin
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    LordEsther wrote: »
    Hi Pixel!

    Creating the world, a lot of the blocks you see on the map will be plain BSP brushes - Buildings you cannot go in. Since we have a limited team and very short time to do it, we will be making just a few buildings that you can enter. These will hold very important clues about the level so that the player will need to explore.

    By modular assets and tiling textures, could you please explain what you mean? Thanks!

    Research!

    If you don't know what modular assets are your screwed!

    basically imagine a building made up of several pieces; maybe a balcony, maybe a particular brick wall or a chimney... if you make them "modular" this means in parts that can be used over and over to create several buildings that although look different contain the same parts used;

    Examples;

    http://2.bp.blogspot.com/-YaHs7CYmyN4/TgSewtFOy8I/AAAAAAAAAX4/rZxKr9tPesI/s1600/Cambridge_Mod_B.png

    ModularScifiPiecesBuilding.png
  • LordEsther
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    Ah, I see now! Thus making it easier for us to, while keeping an original product, can use part of another product to speed up the production. I see now!
  • LordEsther
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    I see! We've never actually been taught the terminology "Modular assets", and to be honest I've never really heard of it until now, so thank you for the information :)

    Sorry for the double post, my laptop crashed :(
  • LordEsther
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    Quick update on the lectern, topology issue sorted, decided to take a look at where it was blocky the most and see if I could define it a little bit, I sorta like the way it looks at the moment. Added a temporary texture to the lectern to see how it looked. I doubt we will be using Zbrush, believe it or not, we haven't really learned how to use it yet, and due to the short amount of time we have left, I doubt we will learn.

    lectern_textured_by_dylw123-d5r4eew.png
  • PixelSuit
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    I feel your pain mate, our University course didn't show even a fraction of what you need in the industry.

    There is some great information (I've actually just linked in another thread) on the polycount wiki:
    http://wiki.polycount.com/CategoryEnvironmentModularity

    These specific ones might be of benefit to you guys:
    http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html

    http://www.thiagoklafke.com/modularenvironments.html

    http://wiki.polycount.com/ModularMountAndBlade

    Hope that helps! Good luck to you all for the project, looking forward to seeing how it progresses.
  • LordEsther
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    Hi Pixel,

    Thanks for the links! I'm sure these will benefit my team greatly, so your help is much appreciated.

    At the moment, I'm working on getting a scene ready with the work I've done, mostly untextured for now. It's going to be my main part in the project - A small church. Not going to be a cathedral I'm afraid, just something small but hopefully will benefit the level a lot.
  • David Wakelin
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    If you put the edge where i suggested you'd save yourself 2 polygons at every angle = 8 polys and theres no difference in shape, infact; due to the way you've added them, its not become a crude misshapen lectern....

    You can have triangles too! Hence why I chose there.

    I suggest you UVW map that lectern rather then automatic/planar map it.

    If your a beginner, and new to UVW mapping, try external sources rather then that MAYAs ability...

    - Roadkill
    - Headulus


    - theres plenty more :)


    When i mentioned about it being less blocky... I mean you can tell that its a 3D model... you should be trying to convey a shape/form arcoss that makes it beliavable, and the polygon limit you have there (276 tris) is quite low.... add more definition, use bevels and extrusions....

    Quickly roughed out an example...

    lectern1.jpg

    lectern2.jpg
  • LordEsther
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    Hi David,

    The model looks plain because the look that I have gone for is quite plain :D

    Wooden-lectern-for-hire.jpg

    This is the look I went for, the only bad part is that it is a behind view of the lectern, so I then assumed that it would be the same at the front, and added my own bits. At the top of this lectern it goes straight flat, in my model I decided to have it streching. I mean, I guess I could make it flat. Let me know what you think :)

    (Note - The reason it looks round and the amount of tris it is is because I have already beveled it, a second bevel turned it to 1000+ tris and looked a little rounder but the same.)
  • David Wakelin
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    Ah, no problems...

    Well then if its such a simple form, zbrush it :) add some woodgrain..

    Lecterns usually have a compartment to the front, or drawer of some sort to hold bibles, or documents..

    http://www.jm-av-furniture.co.uk/shopping/product_details.php?id=411
  • ClenchingSkunk
    hey man looking good! like the idea! get the buildings in and it will start to come together! I think one thing you may want to think about is the state of the objects, have the zombies been there a while, or is it the start of the apocalypse? I just thought the stand looked very clean, when maybe it should be a little worn and torn. Keep it up!

    ps. do you go South Notts college? I'm sure i saw an idea like this at my college just before christmas.
  • LordEsther
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    Hello Clenching,

    Yes, I do go to South Nottingham College - I am the leader of Team Elite :D

    The idea behind the story is that it's been only a few weeks since the beginning of the apocalypse, so it's relatively fresh.

    Also, an update on my lectern. I don't really have much time to learn Zbrush, so are there any upgrades I can make on Maya for it?

    lectern_upgraded_by_dylw123-d5r5cc5.png
  • TigerGD
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    TigerGD polycounter lvl 9
    It's more realistic to have the top of it flat, instead of curved, and you can shave off a few polys.
  • LordEsther
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    I was kind of debating whether to have it curved and went for the idea, but I'll make it flat. I know I can shave off quite a few polys and still keep it's shape, I'll be working on that soon :)
  • PixelSuit
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    It seems like some of your UV's are stretched or even compressed, mainly on the inside of the holes. Is it possible to get a look at your UV layout? Even just a screenshot of your UV window would do, just so we can try to see where the UV's have gone wrong
  • LordEsther
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    Don't worry Pixel, the UV's aren't even laid out yet - I just threw the texture on to get a sort of feel how they may look ingame. I still have yet to edit it in photoshop, then UV map it :)
  • LordEsther
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    Cola cola bottle I made in my spare time, I'm thinking of completing it and using it as a prop in some ruins.

    coca_cola_bottle_by_dylw123-d5rapua.png

    And a first attempt on a weapon I made last year.

    sword_by_dylw123-d5raugi.png
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