hi folks! been lurking PC for a while, here to post some wip for some feedback
im working on a scene, ported into GOW, here's my inspiration:
here's the max scanline, the whole scene's around 4k poly
editor view:
some ingame views:
havent worked on lighting much and there are still a lot to be done, c&c are most welcome, thanks guys! :poly121:
Replies
Try to put some kind of trim around the circular opening of the hallway, like in the reference photo, so that it's not just a hole cut out of bricks.
Looks cool so far.
i didnt model the awesome marcus and his weapons *next time baby...*. i extracted the water material from one of gear's map because i am still trying to figure out how what's the best method to make instructional water materials in the editor. other than that, the rests are modeled in max and textured in ps.
top down view of the area, some more assets such as barrels and pipes were modeled and added (with physics)
top down view from another angle
added scaffolding in the water
added a big ass fan on top, and it actually spins!
the entrance, now capped
those of you who have gears and wanna give this a go in the game, you can download the map at
http://www.artofandyxiao.com/fun/SP-Sewer.zip
looks ace =]
Also, try to find spots for bigger,weirder lightsources, so that you can create a nice contrast in lighting.
What you could do is(unless you want to keep it as much as the reference pic is), tone the yellow light down, and make those 2 spotlights have a bigger impact.
Why not above the metal slabs?
OZ: on it! gonna tweak the light a little bit further tonight, gonna post more shots later. and i have to agree i was a little bit too conservative on polycount, next time baby, next time.:poly127: i'll go nuts!
dekard: you know, that's interesting, i think i'll make a quick change, afterall, they are on separate layers.:poly121:
You should focus some time on the upper areas so you have some more places to go once you climb up the rafters! And post your props when you get done!
Oh and a small nit pick. The great on the roof seems a little big...like it wouldn't be really stoping anything getting through..inless that's not it's cause.
Is your fan a mesh that is part of the scene, and key framed? Or is it tied to a motor-like entity and told to spin?
Thank you for lending me your wisdom,
-Andrew
hey andrew, the fan is modeled in max, and it's actually a separate scene, so i made a scene with just the fan in it. i skinned it to a bone, and made sure the heirarchy is right, then use ACTORX to export it as a psk and import it in unrealed as an animated mesh. while the bone in max is keyframed to spin 360 degree, so all you have to do is use actorx to digest your animation, it's gonna give you a psa file, then you can use the ANIMeditor in unreal to import your animation, then the rest is just using kismet and matinee to make sure it spins in the game.
animated static meshes are a little bit complex to get a hang of, but matinee sure opens up so many possibilities! especially when a physic mesh can now have an idle animation!:\
also, thanks for the cnc guys! it appears the biggest thing i need to address is the spec, and the lighting, i'll work on it!
Do you know of any tutorials off-hand that explain the process you listed? Another Polycounter has told me about this too. I am at work, and it's all hard to digest till I can get back to my rig, but I would love to read more in the meantime.
I guess I will do a search as well.
hmm, im at work too :poly136: so i'll have to go dig up some tutorials when i have the time, though it was a trial and error process for me, a quick search on the gears user mod forum at epic did come up with some great results. i think the whole animation exporting process is exactly the same as unreal2, except in 3 you have more control over it.