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[UDK] Bombed Brownstone house

polycounter lvl 14
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sltrOlsson polycounter lvl 14
Okay! So I finished my last project after an insane amount of time! But the I really got a energy boost of finishing it up, so I'm jumping straight onto the next one!

I will be using this panorama for reference and concept. It's done by http://www.3t-studios.com. I've asked for there permission to use there scene just now. So I'm waiting and hoping for them to OK it. Otherwise I will delete this thread.

hugebuilding1.jpg

This time I want to do stuff right. Plan stuff out, meet deadlines, be efficient and smart in my modeling and texturing and most importantly keep things modular (I will be doing hard variations on stuff and use them just once, but use the first module as a base) and maybe do something even bigger with this in the future.

I started of by separating materials and objects trying to completely wrap my mind around this.

MaterialDefSheet.jpg

THE plans this far
  • I'm planning on using a vertex color blend shader for the plaster with bricks as a base.
  • The concrete pieces will be handled with a simplified version of the one showed by Timothee "roosterMAP" Yeramian. I will be making debris and such with this. It would be easy to make some other props like roadblocks and what not to.
    Concrete.jpg
  • Make use of decals for leakage, cracks and bullet/explosion holes.
  • As shown in the material definition image i will be adding a floor of some sort into the house. I think it will be a wooden floor with beams sticking out. Or just concrete with damaged pieces handing from it..
  • Right now I think I'm going to use UDK since I have some limited knowledge about it already. But the looks of CE3 is a bit tempting I have to say.

I have a tendency to do stuff more complex then they really are, like zbrushing flat plaster, so I will only be using zbrush were i feel i greatly benefit from it.

I will also try to document everything I'm doing in the highest possible way. I know how much I would've liked a thread like this when I just started with environments and stuff. I'm far from mastering this kind of stuff, but from everything you, Polycount, have teched me i know that i can make this into an interesting thread for all of us ;)

I'm highly encouraging you to ask questions

Next up is a whitebox, a time plan and some texture planning!

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