Howdy all,
I've just started on a personal side project and thought i would share the progress. This is the first room 70& complete, which will travel to the corridors upstairs and outside to a run down courtyard.
These are just simple 3dsmax renders with no lighting (ive painted the lighting into the diffuse) as it will soon be in the ETQW engine recorded as an ingame demo and rendered for a portfolio piece. Also note that there is no specular, normal or parallax mapping yet.
Hope you guys like the progress so far
Replies
theres a tremendous amount of wasted polygons on for the debris that over the stairs, this can be done with a normal map in the end, and with normal maps + lights this room will look awsome
Edit: Agreed with a previous crit though, those bricks look kinda huge. I've never seen bricks that big in a building before
the bricks actually look like cinder blocks to me....which ARE that big. andrew this looks amazing!!!
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Nah, the mortar between the bricks is entirely too thick for cinderblocks. It very clearly looks like normal bricks and mortar that are being used at way too large of a scale.
Is anyone else as impressed as I am at how well the lighting was hand painted in?
Just before im off, heres a very small update. Added in some lighting coming from the basement windows, plus modelled the majority of the hallway. Also included the flats for the room, dont go stealing anything (although i aggressively downsized them)
Awesome work though!
It's entirely possible that the lighting is just black and white painting on a Multiply layer (or similar), and can be turned off and on.
Whatever the case, I'm sure Andrew knows exactly what he's doing
I work with the doom3/etqw (whatever) engine all day so i know what its capable of. The reason im painting the lighting into the diffuse is because i do not want the stencil shadows of the engine, only the ambient lighting and atmospherics.
Want to see that hallway textured
Alex
THe rubbish at the bottom - paint cans would be shinier and have a strong visual branding to them - you don't want them to jump out of the scene, but a little splash of colour will bring them to life.
As it seems to be a storeroom of sorts, albeit disused, I'd consider adding a shalf on one wall - empty or with some crap on it, and perhaps broken at one ent so that it was hanging vertically.
I dont know the age of the property, but on the ceiling adding a few eletrical wires for the room above would break it up.
There are 2 things that stand out to me:
1. That load bearing beam that is holding up the staircase seems to be extreamly thin.
2. If I was playing in this level, I wouldnt leave the room, it's too good.
Excellent work!
I've 50% completed the walls and floor of the hallway, so i'll update you all with that very soon.
Rick - When i run around in the room the stairs appear life-size to player, but i'll look into it.
Also im going for a more artistic feel instead of realism, hence the heavily desaturated colours. I want it to look and feel very old and decayed walking around. The paint tin and other parts like patches of the floorboards will be shiny, as i mention there is no normal or specular maps yet, Im just workin on all diffuse first.
arshlevon - Thanks mate but im not sure what information has or has not been released, so its best if i dont say anything about it at all, sorry bud!
Nafets - Cheers, ill look into that beam supporting the stairs (plus the oversized bricks)
Thanks guys
unwrap the whole room and assign unique textures?
look'n ace.
It's cool to have all that unique texturing without too much of a hit on texture memory. Though, the storage space for textures would balloon massively.
Another thing I wonder about with Megatexture and the like is how I'm supposed to be able to edit a 32,000x32,000 texture without my computer imploding. Maybe at creation time, everything is broken into individual objects and texture sheets and then we could run everything through a Megatexturer (haha) that would combine and cram everything together?
Onward to the future!