In on this one! I do have one question though... does it have to be a skate park specifically or can we go further out-there and do something you'd see in TonyHawk World, where there's ramps and rails everywhere?
...I'd like to do something thats somewhere in the middle of that.
Replies
-caseyjones
I assume that means you're good to go.
The idea I came up with was that this particular 'level' in a hand-held skate boarding game took place a top a set of 3 sky-scrapers.
In this game, the skaters trick on or in unusual locations: By scaling up the side of the building using grappling hooks, zip lining from a distant skyscraper, or parachuting in to the heighest of the 3, the skaters were able to reach this exclusive skate park above the concrete jungle.
The scene w/out the decal planes showing:
The scene with the decal planes showing:
The scene outline:
Based on the limits of the challenge I assumed it was for a hand-held game and was vertex lit. As well, I'm not going for something completely realistic. Theres liberties taken in scale to go with the assumption it would be for a handheld, so I made some things uncharacteristically larger.
andym12, right on man. I never thought of the ramps themselves. Will do for sure.
Jaco, thanks meng. I don't think I'll be showing the ground. I've got something else planned for that.
SupRore, awesome! Getchyer ass in gear and get to posting! And thanks :P
Mitch, I may go and add in some geometry for the window sills but nothing much. I'm also planning on using some environment maps for the windows to give the illusion of reflection. I'll either render out a fake cubemap or supply it with some images of NYC or something.
Further tasks:
-investigate reflective surfaced ala environment map masking for the windows
-Create simple building shapes to be used in the background, then DoF them from view (of course!)
-Look in to creating fog lighting from the ground up to hide the bottom (clouds? blackness? smog?)
-Attach the entire scene together and unwrap to a seperate UV channel and fake a lightmap by cooking AO to the new UV and rendering that out, then post it in Photoshop to fake a light map. (No engine to use).
-caseyjones
-caseyjones
But prove us wrong adam!
there's plenty of time.
[/ QUOTE ]
Famous last words.
I'm new to this low resolution malarkey so if anyone has some input that has done this before that'd be great.
Thanks!
Even these days, that's still a good size texture.
Can't wait to see this getting textured, Adam. It's a whacky crazy design, and I'd expect no less from your nutty Canadian ass!
Thanks Ramj.
Shows me sum texchtures, mmmkays? Gettyups BOY! Mes all waytin' n' schtuff
Looking forward to seeing more.
-caseyjones
As I had mentioned before, I pictured this to be something you'd get on a PSP so I thought it'd be neat if all the renders were comp'd on to a photo of a PSP. Below is one of the 4 angles I'm planning.
I am still not happy with the lighting (not at all). So thats probably going to be different when I'm done. The only thing faked with the shot is the photo background, and the AO. I'm not finished with the geometry yet so I didn't want to bother creating the light map. What you see in the picture, I think, is a fair representation of what the final shot should look like.
Oh, and I'd reaaaally love a character or 2 to pose in this scene and take pics of. Just sayin' :P
This is looking hot.