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View Full Version : Challenge #20 polycountville - Makk


Makk
11-11-2005, 09:57 PM
Here is the concept for what Im going for-
http://members.optusnet.com.au/~rowanfamily/polych_concept.jpg
Its supposed to be a little cave area with a pond. There are these little crystal things that emit a blue glow.
I would also like to add a little golem creature to the scene as well.
I'll be going with the 10x10 block

This will be my first environment ever done, so I hope things go well!! /images/graemlins/laugh.gif

edit: UPdate. Started blocking in-
http://members.optusnet.com.au/~rowanfamily/polych_wip01.jpg
its at 270tris

Makk
11-11-2005, 11:55 PM
http://members.optusnet.com.au/~rowanfamily/polych_wip02.jpg
http://members.optusnet.com.au/~rowanfamily/polych_wip03.jpg
http://members.optusnet.com.au/~rowanfamily/polych_wip04.jpg

Gmanx
11-12-2005, 02:05 AM
Nice start, Makk. If you make your pond surface a quad poly, and have it larger than (and intersecting) your pond area you'll save a bunch of tris for somewhere else.

Makk
11-18-2005, 03:44 AM
well, I think Im done-
http://members.optusnet.com.au/~rowanfamily/polypond01.jpg
PLEASE NOTE: I rendered the above pic with the textures at 1024x1024 since I was working at that size . I will downsize them according to the rules when I send them off.Also I used one light in the scene.
Came in at 1004 tris.
Gmanx good idea, saved a few polies there /images/graemlins/smile.gif

Here are the flats-
Diffuse
http://members.optusnet.com.au/~rowanfamily/pond_diffuse.jpg
Spec
http://members.optusnet.com.au/~rowanfamily/pond_spec.jpg
Hows my spec map looking? I dont have much experience with these so I hope mine wont look to bright in game.

edit: added a bit more blue to the rocks. Sent mine off to Hawken.
Vassago, thanks man. Ah, I thought someone said they were going to make a UT map of them.

Joshua Stubbles
11-18-2005, 08:00 AM
In game? I think they're only going to be assembled and rendered, not tossed into a game.

I'm liking the scene, though. Very cool.