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[UDK] - Stargate Level 28

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Dolmen polycounter lvl 6
Hello everyone,

i'm actually looking for work, and i've decided to do a new envi with UDK.
I chose the Level 28 of Stargate SG1 with the gate etc.:)
This is what i have actually done in HP.

Have a nice day.

BlockOut_Scr09_Part02.PNG
BlockOut_Scr09.PNG
BlockOut_Scr08.PNG

Replies

  • Alberto Rdrgz
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    Alberto Rdrgz polycounter lvl 9
    BlockOut_Scr10.PNG

    you should subdivide this it'll give you better results.
  • onionhead_o
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    onionhead_o polycounter lvl 16
    Nice to see some Stargate models
  • Joshflighter
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    Joshflighter polycounter lvl 9
    Going to look out for this one. Keep going man!
    Stargate ftw! :)
  • Dolmen
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    Dolmen polycounter lvl 6
    Hello everybody,
    after making many other things, I relaunch this project.
    Then, this is the final block-out.
    ( I know that I'm not very active on this forum, but there are so many things to learn just on reading :).)

    For the textures, I don't know if I will make realistic textures or hand painted like Team Fortress 2.

    Good evening ( Well it's true, it's depend where you are. :\)

    BlockOut_Final.PNG
    BlockOut_Final.PNG
  • MaVCArt
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    MaVCArt polycounter lvl 8
    don't forget the shaft above the stargate to hoist it out of the mountain :p

    anyway, nice to see someone that could actually pull this off, the stargate itself seems very nicely modeled, in any case

    i would advise, though, to consider improving upon where the creators of the series stopped. the hallways on stargate are repetitive as hell, and have nothing visually interesting in them at all, so as not to draw too much attention away from the actors.
    in here, those sweet halogen lights will come in very handy, along with those awesome reflective floors and graphics all over them. be sure though to put a lot of time into lighting, as that will be crucial here

    good luck!
  • Dolmen
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    Dolmen polycounter lvl 6
    Hi,

    A little up. (I'm actually making the HP meshes for all pipes, air conducts and electricity tubes.)

    02_Mod_Pipes_Screenshots_LP.png

    Good after noon.

    Dolmen

    02_Mod_Screenshot_01.PNG02_Mod_Screenshot_02.PNG02_Mod_Screenshot_03.PNG
  • Dolmen
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    Dolmen polycounter lvl 6
    Hi everybody,
    Little up with some HP meshes.
    Stairs, fences, pipes, ...

    (And tell me if you find that images are too slow to load.)

    02_Mod_Stairs_Screenshots_LP.png
    02_Mod_ComRoom_Stairs_HP.png

    C&C ar welcomes
  • Dolmen
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    Dolmen polycounter lvl 6
    Hello everybody,

    thanks SasoChicken,
    but for the smoothing groups, I think it's normal, because I use connect tool and not chamfers, and the HP are optimized after to become LP.
    I would see with normal maps. ( Smoothing groups are all to 1)

    And for the "Stargate SG-1" title, It's a personal choice, because I think that with only one A with circle above, it seems unbalanced.

    I post also some references. ( I think that there are no very good production pictures on the internet, or just with low size quality.)

    Maybe someone have a good website link, with pictures from movies and serial productions ?

    Pict_Ref_01.pngPlan_Ref_01.png
  • Dolmen
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    Dolmen polycounter lvl 6
    Hi,

    I have tried to bake a NM for a metal fence.
    I tested baking with multiple version of LP.
    Normal LP (500 tris) + Smooths groups to 1
    Normal LP (500 tris) + Smooths groups to 1, 2 and 3

    and

    Optim LP (256 tris) + Smooths groups to 1
    Optim LP (256 tris) + Smooths groups to 1, 2 and 3

    It works pretty well, but I have a little problem with Optimized versions.
    I have tried to change value of max and min ray distances in Xnormal, but without better results.

    Maybe someone of you know how to resolve this ?

    EDIT : I solved this problem with the 3dsmax RTT to bake my NM, but If someone can explain me why it doesn't work correctly in Xnormal, it can be cool.

    Good evening all :)

    Fence_TMP02.jpg
    Fence_TMP01.jpg
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