This is a small project between me and a few classmates. It will probably end up as a mod for unreal 3 or half life 2. Its a 3rd person shooter called Black Winter (subject to change). here is the first level, all textured and modeled by me using xsi mod tool and rendered by kerkythera, yeah, im poor.:)
Right now its sitting pretty at 1300 tri's with ten textures at 1.21 mb. I'm planning on expanding those counts a bit, maybe some pipes, vents, grates, trash and maybe throw in some wires sticking out of the wall for good measure.
here are two renders without wallsand two inside with walls
Crits and comments welcome!
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I'm more familiar with unreal than HL2 editor, but you could probably remake this model using BSP/Brush and you could spend more time on making decoration meshes to add to the scene. Its just a thought though.
I made the stairs just to see how this would fit in, I will probably change that. one wall (the one with bricks stacked in the middle of it) is supposed to be animated ie:fall over. what all should i stick to brushes and what should I use static meshes for?
also, the stairs, they cant be steeper than a certain amount (i forgot exactly what) or else the player wont be able to go up them, theyll just slide back down. and your stairs right now are way steep.
good luck
and I made this soldier:
And He has to have a weapon...
An assault rifle is still in concept stage...can't decide what style I want.
The soldier is called an elite, I don't have the concept art for it, it has been modified a lot since that stage. I am still looking for what to add to it to make it more... interesting? dunno, needs an ammo belt and grenades, or something. He is supposed to be a cop/soldier. so he doesn't need 3 days worth of supplies or grenades, cause all hes fighting are rebellious citizens.
The maximum height, in game units, an object can be while still allowing the player to walk over it is about 18 units high in hammer and 32 in unreal. half of these (9 and 16) are usually used in stairs.
18 hammer units and 32 Unreal units end up at the bottom of the knee on most characters.
(I figured I would just post this since I took so long to dig this up.)
the reference I used had my stairs at about upper/mid shin and the angle of my stairs are exactly 45 degrees. dunno how badly this will make my camera shake from such big stairs, and the angle is a bit too close for comfort, I'll probably change the scene and use brushes for the rest of the blocky stuff.
I am still thinking about the 'floating' stairs, is that possible with bsp brushes and still look good?