since i am on holiday, i thaught i might be fun to this challenge...
at least as far as my crap computer at home will allow it
... (laptop that will cause maya to drop to below 5fps (even with just a cube displayed) after 5mins of working)
well heres my start, plus 2 of my refpics that should line out a bit of the mood im going for...
the basic idea a safe-room installed by someone in the sewers ... well i'll build up upn that hopefully. The block in the middle should represent the player, so its not really a big hall...
the shell of the room should be finished tomorrow then i'll start texturing the base room and adding detail as i go along...
Replies
started texturing and placing some detail props..
also added some basic lighting using vertex colors i hope the screengrabs are not too dark, but on my laptop screen its very dark but its a crap screen anyway... i am at half the texture budget now but i am still useing 2 variants for the stone texture (bottom and top tile) which i can remove if necesary...
... some more progress. added the stairs and some lights to the lower area. also added the water surface (the partunderneath the water surface is too dark, so the water seems not as transparent as it should be also i am not really happy with the texture yet)
also added some props (first aid boxes, trashcan (will add fire later), signs ...
i am still way under poly budget (1500) and 2 x 128x128 to use, so i have some room there for detailing.... i'll add a fridge with food next to the generator, and some bottles beer and water (texture already done)...also there will be gates at the doorways leading i the room as well as a grid on the ceiling with a night sky showing..
if i have the time (and nerves with this comp) i ll probably do a zombie / surviver but thats not high priority atm...
a bit more work...
done a bit about the lighting added some bottles and shotgun shell boxes.... a cheap skydome (which isnt really visible)
to do:
get a better computer at home (note the fps counter )
some destructed parts of the walls in the lower area, with stones lying in the water, maybe some junk lying around to make the scene more messy... (with halfthe trisstill to spend it should be possible)
add a shotgun lying on the bed
add a bit of smoke to the generator and connect the lamps, fridge etc with cables to it.
still 1 1/2 texture sheets left, so i'll try to add some bloodstains and grunge to the floor...
I really like the atmosphere and textures!
i think all of that combined maked it even more a challenge
Edit: Think I might be mistaken, I'm talking about the green stuff, not the blue stuff :P, is that meant to be sewage water?
maybe it will look better when i add some more details in that area..maybe coloring the water a bit differently yes it should be a brownish greenish dirty sewer water...
still need to find a good solution to light the big wall next to the water area, i dont want to put more light bulbs in...
tri count is at 4000 now.... will start on a zombie for the environment tomorrow..
edit:
oh and forget about the glows in the 2nd pic, i forgot to connect the transparent channel before taking screen grabs)
and the wrong aligned texture on the medipacks are fixed already :P
one or two cooler tones in lighting would help to make it even more pop.
keep it up !
at least i remember now why i dont like doing character stuff, i should've teamed up
anyway, texture to come soon
also added some details in dferent areas and a fake abient occlusion in the corners
... almost done environment at 4500 tris now, zombie is at 830 i can cut a bit there tho...
i fiished the survivor yesterday (well, modified the zombie model :P ) will UV and texture it today...
use the same primitive rig topose it in a nice action pose and finish off this piece tomorrow... i still have 1/4 texture space left for the environment, maybe ill do some magazines on it, but ill have to see
will wrap it all up tomorrow...
question, how did you do the lights? vertex colours? if so, then how did you do it? Ive read someplace that for accurate vertex colors, people add in extra geometry,etc and then cut the count down again.
its all vertex lit, most alpha parts were done using vertex alpha.usually i am used to use turtle to bake vertex colors.... but since i dont have that at home i just did a fast light setup then using the prelight function in maya and do the rest by hand assigning different colors to certain verteces....
when i post my wires you'll notice that i have some cross cuts were light sources are. on such a small scale its the easiest way. also i did set the objects to modulate2 to have it look more as they were in an actual engine
beauty shot 1:
beauty shot 2:
construction shot 1:
construction shot 2:
props laid out:
character sheet:
textures (environment & characters):
additional overview shots:
the characters are bit over budget, but the main focus for me was the environment, i could ve stripped them down to 800 or less but i just realised doing that after i finished the pics ...