Hi all, i am new to polycount in a matter of posting my own stuff
so here we go!
Depending on the time i get away from work, i'll trying to get this into the UDK.
Been working on it for 3.. 4 years maybe, ill post some of the older pictures to and aswell as the newest ones.
Harsh crits and comments are welcome ^___^!
It started out with...... this
Which grew into this
Which moved onto this
Then that became this
And this is where i am now!
And here are some assets i will be using.
Harsh crits welcome ^__^!
Replies
And it's midgar from final fantasy 7
[ame]http://www.youtube.com/watch?v=WU9tTttgK9U&hd=1[/ame]
and this picture:
Midgar is clearly supposed to be some sort of hive city comprised of 9 sectors each large enough to be a city in their own right. Then there's the massive plate surround it and the slum underneath and around it. Trying to model all of it "accurately" would be a massive undertaking like trying to create an entire New York based sandbox game (like GTA or Prototype) by yourself.
Well it's taken a really long time to get this far, if thats what you mean.. i'm not doing this alone either.
@voff
Consider this a blockout sort of thing, im going to start populating the plates and the underground now.
Umm, i'll be working on the outer plates and the actualy plates again seeings as they're really not that great. But progress.
I'll be working on it more this afternoon when I'm home from work. Unfortunantly I cannot get this into UDK due to some oddly errors exporting it from max, even portions of the model will not export.
Enter: http://www.polycount.com/2011/01/28/city-creation-tools/#more-5101
I might look into that, thanks!
Reworking the plates since they were a bit old and redoing the inner and outer plate walls. The sectors are v2.
Solid:
Wireframe :
ahahahhaahhaha
You need to make your decision now because later u won't handle the export of all that massive load of assets into Unreal and placing them again in the new scene.
You need to start breaking down modular blocks and individual assets now if u want to bring it to UDK afterwards.
Also it would be good to UV and think about textures at this point because, again, u will end up with huge load of geometry that need to be mapped and textured which will simply overwhelm u.
For sure. Also, if you ever plan on texturing it, if you model it all first, you will have about 5 million different fire hydrants to texture. However, if you model and texture the first fire hydrant all together, you can then propagate that textured hydrant all over. Generally when making a game environment the workflow is to make each prop and piece of modular architecture in separate max files for each. Then you take these little pieces and assemble them in the game engine (in your case udk).