I've been working on a game project with a programmer pally, and you may have seen some of my practice/concepting around here. With the holiday vacation, I get a week to put some time into it.
The idea behind the level is grounded in current space stations, cylindrical tubes with round hatch doors, but don't worry, designs are already in place for larger, more open rooms. For storyline purposes, the environment is decayed and ruined after a hostile parasitic take-over. Artistically, I'm aiming for Aliens with a hint of old school FPS (Quake2).
What you're looking at:
So far, I'm spent about a day on this (Saturday). There are no real diffuse or specular maps to speak of, just a simple color/rust overlay with first pass normals, and a few other this-and-thats to get a feel for the overall aesthetic look. More color? Yes, it's going to happen. The glow is there to give an idea of what might happen with the lights. The ceiling is just the floor, and yes, I'm going to fix that. Overall, the modeling isn't currently much more than a cylinder within a cylinder (Huzzah!). Here's a viewport print screen from max:
http://chrisholden.net/station03.jpg
wires:
http://chrisholden.net/station03w.jpg
Much more to come in this progress thread. Possibly some in-game shots sooner than later (later than sooner?). We've already got working movement,
weapons, etc. in-game. If anyone's interested in modeling a
zombie astronaut (astrozombie? Zombienaut?), I've got a ton of reference!
Whew! That's'a spicy write-ball!
Replies
If you are looking for someone to give a try to some chars as that zombie give me a call
I don't really like normal mapped pipes off to the side, you notice that they're very flat at the end of the hall.
Askhat: EA Mythic
LordScottish: we've talked about going outside the station into some space bits, but nothing tested just yet.
Added depth to some of the pipes, and the struts (?) for distant pipe blocking.
Not much work tonight, ceiling is still temp, and no diffuse/spec work done at all. Really looking forward to coloring that door, and definitely need to redo the pipes in the background. They worked great for getting an idea, but pile of random cylinders just doesn't hold up for some reason. :P
Jarrod, I think I accommodated your image needs
http://chrisholden.net/station04norm.jpg
http://chrisholden.net/station04opac.jpg
only thing im not sure about is tha flor/ceiling. Do you mean the floor is temp or the ceiling? cus right now i think what you got works as a ceiling but not as a floor if that makes sense
-Neil
In Max you adjust the spotlight fall off and attenuation.
nice stuff so far chris, I agree with Squirmy's suggestion though, maybe making those support struts thicker or entirely solid into the wall would really help the depth of this, make it not look quite so "busy".
can't wait to see how it looks with some colour thrown in
To address the lighting; the plan is to set mood lighting that will change throughout the level based on where you're at and what's happening. Some of you may remember Arshlevon's rant a while back about how disney movies could be laid out to show a constant flow of color. Something like that is what I've been wanting to do for a long time.
Vig, yea it's just a cone with a gradient. I'll see about something higher quality.
Marshal & Vig: you mind linking those images instead of img tagging them? I like a clean, fast loading thread.