So, I haven't been around this forum too much earlier. But now that the staff is handing over GA to CGSociety (Used to be a mod there) I decided to find myself a new life and came here
Don't got much to show, yet. Just started working on a UT3 level with two other guys, so it's just a small test with the props/materials, lighting and post-processing so far. And in the background there's a very very rough block-out of the level. It's pretty much gonna be a bit futuristic Chinatown/industrial city, which stretches above the clouds.
The lanterns ain't done by me btw (they're created by Casper Nilsson, dunno his name on polycount).. just thought I'd mention.
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And while we're at it, I thought I might aswell include some older work.
Replies
It's basically small 256² and 512² textures. That's except from the foilage and ground-textures which weren't updated as I re-textured the whole building a while ago. It used to be a 2048² with more unique space and less texel density.
As for the wire,
Sorry bout that crappy render. There's some horizontal edges in the which ain't really needed. As this is a rather old piece and the edges were nessecary before I re-worked it, i stupidly enough welded em together with other details in there. Might go back and fix it sometime tho'
/edit: Wire for the other stuff is also on the folio.
Cheers
http://img59.imageshack.us/img59/7471/wireusbus.jpg
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Started working on modular pieces so that I can build on to the stuff later:
Lost all my motivation for the moment, but I reckon it'll be back soon. Oh, and don't mind the weird scale with the biped and the building. The stuff is a bit too big indeed, but because of UT3's weird FOV it looks just right once in-game.
Anyhow, any crits would be appreciated.
Dont have any crits at the moment. I know its early in the progress but later on I think a lot of modern stuff like electric wires, satelite dishes etc would be cool. Maybe have a look at Stranglehold for inspiration?
Those trailers look real.
Cheers
The electric stuff was a good idea really. I'm working on a powerbox and some stuff like that atm. Will upload a new shot once I got a bit more to show.
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Anywho, here's a door I did for 'Prometheus' recently. The top ones are those which will be used in the game, and the bottom one is a variation which I liked. All rendered in unreal. Oh, and the logo ain't mine btw... just grabbed that one from the shared work folder.
/edit: an update on those doors.
So, that's kinda fail
Anyhow, anyone has any minor speedy suggestions, and also, which one do you guys prefer, the ones without AO, or the ones with AO (Last two are the ones which have AO)
I'm thinking I might go for AO and brighten it up a tad.
/edit: new images here: http://adamfransson.awardspace.com/studio_level.html
Cheerioes!
And those blue lines could be look-at constraints for the dampers.. or they could be high-frequency lasers designed to cut any burglars balls off.. Either way I dunno how to get rid of em.
Well, here's the finished highpoly. Might add something more, but dunno what.
Also tried out mudbox and damn it's a nice app. Finally made (more or less) my first ever properly sculpted model too. Which made me so proud I had to snap a few shots of it
It's slightly on the high in the tri-count with 5234 tris. But more or less everything is supposed to be in this scene, and the texture is a 2048.
Might switch those chains for a rope since they kind of break the highpoly illusion there. And may also bake an ao-map for that rope on a second uv-channel since right now it's tiled.
Cheers.
I thought I'd at least post up this thing in the meanwhile though. It's not really done yet, and sort of mixed with highpoly & mid-poly blockout shapes. But it'll get there, and then I'll post up some updates when I got further on the scene.
The stuff in the middle is windows btw. It's supposed to go in the ceiling.
Cheerps