Just got back from a 3d animation job overseas and thought I'd start a game environment, as I eventually want to work in games and not animation.
Normally, I don't use other people's concept art as reference, but I think I might give it a go this time.
I'm really looking forward to the new Deus Ex. Really loving its sci-fi goodness. My concept art is from that game. You can see the concept art here:
http://www.giantbomb.com/deus-ex-human-revolution/61-21358/all-images/52-181261/art_029/51-1846241/
I plan to hit the concept as closely as possible and eventually finish up in UDK. It looks like the concept was pretty rough, so I'll improvise in those areas.
So this is going to be my progress thread for this environment. I picked this concept because I'm not used to making full scenes for game-use and I thought a more simple one might be good to start with, but mainly because there are a few things that I know I'll stumble with if I try and do it as a game environment, and I don't think I spend enough time addressing my weaknesses.
So yeah, I'm hoping everyone can help me along the way.
Also hoping that I don't get too flustered by it all and give in and just make it as a high-poly Mental Ray render, as I'm prone to do and more comfortable with, heh.
Going to start a blockout now. Will post that when done.
Replies
I made the floor in 256 unit long sections. They snap together fine, but when I rebuild the lighting I get this problem with the normals where the pieces join.
Any ideas what this is and how to fix it?
oh and maybe post your material setup and all other information that might help us analyze your problem
Should I be using BSP or meshes for the floor?
Also, my material is basic. Just a grey diffuse map into the diffuse slot and my normal map into the normal slot.
I'm glad its working, but I do wish I knew why it wasn't before. I might as well just continue on using this starter scene for now.
Thanks for the help. Hopefully I can get a bit further along before getting stick again, heh.