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cholden
03-17-2008, 08:33 PM
Dungeon Escape is a first person adventure UDK level. The goal is escape, there is hidden treasure and speed bonuses.

DOWNLOAD
http://www.indiedb.com/games/dungeon-escape/downloads/dungeon-escape


VIDEO
Dungeon Escape! UDK Level (Released!) - YouTube

SCREENSHOTS
http://chrisholden.net/dungeon_escape_01.jpg
http://chrisholden.net/dungeon_escape_02.jpg
http://chrisholden.net/dungeon_escape_03.jpg
http://chrisholden.net/dungeon_escape_04.jpg




*original post*

Feedback appreciated.

I wanted to play more with UT levels. Making quick layout tests in ut2k4 got serious after tossed in some unused art from a previous project. The main inspirations from this is Metroid Prime Hunters, Prey and classic Quake deathmatch levels.

Here's a construction shot showing the layout and the texture (single 1024x1024)

http://chrisholden.net/dm01_07.jpg

These are, right to left, max with normals versus ut2k4 game shots with a single diffuse. Most of this is tossed together, needs cleanup, ceiling in main area and detail.

http://chrisholden.net/dm01_05.jpg

The idea is to eventually port this all over the ut3. More of a test than anything too serious. Overall, this inspired me to start making some more interesting designs in UT. I'll see what I can come up with to post here.

Jon Jones
03-18-2008, 11:43 AM
Rad! Love the side by side comparison shots. Any plans to release it when done?

MoP
03-18-2008, 02:25 PM
Pretty cool, although the whole scene looks a bit busy and uniform at the moment, i'd recommend breaking the floor/walls/ceilings up into more obvious separate values/colours just to make routes and cover really obvious.

At a glance the room is confusing due to the textures all looking pretty similar.

Sage
03-18-2008, 07:51 PM
Looks great man. I'll have to try this. The way you made your texture sheet I mean. Yeah just add an adjustment layer to add a little color variation. For example make the floor or ramps look more steel color, or just at some of the borders.

Alex

Cody
03-19-2008, 10:20 AM
Damn, that looks amazing. And only one 1024 map?!? Sweet level. I wanna play /images/graemlins/frown.gif.

Saidin311
03-19-2008, 01:41 PM
Inspiring stuff man. I agree a little with the uniform colour. But I also love the classic Quake-style simplicity of the layout. Simple and action packed, lots of spots to kill!

cholden
03-19-2008, 04:59 PM
A lot of this is engine and game-type specific, but commonly works with most games.

Visibility Study

Visibility refers to how much the player can see. Games have limitations to how much can be seen on screen at once, and you will have to build around it creatively to look as detailed as possible without a significant drop to frame rate. It can also be used purely artistically for a grand reveal such as exiting a tunnel into a beautiful mountain scene. Casino layouts are often a warped and distorted maze to keep the customers in as long as possible.

A few classic examples of blocking visibility:

The S-Hall is using an "S" shape between two rooms. This is the most basic visibility break between two rooms. The S hall has two close relatives, the Y-hall and U-hall.


The I-Hall is essentially breaking two rooms with a big letter "i". It is a great because it always works and gives the player the illusion of choice as well as double the play area as an S-Hall.

There's limitless ideas from there just be creative with your visibility.

http://chrisholden.net/tutor/ds_vis01.jpg



Deathmatch Level Design Study

Man to man combat based is reality takes place an arena type environment such as a boxing ring. An arena can be any large open area. Most levels are a series of connected arenas with the total number of arenas based on number of players or events to happen within that level. These are the fun rooms, where the big things happen.

Things that help make a level fun:
A room with at least two floors. The multiple floors allow for vertical combat Snipe your enemies from above or stalk them from below.

-Three ways to get between those floors. Be it stairs, ramp, elevator, jump pad or teleporter, the player must be able to navigate the room quickly and smoothly.

-Three exits is a great starting place for a fun deathmatch level. Three exits ensures an escape plan.

-Columns and propping. What better to hide behind in a quick situation, and make the level appear strong and supported? Crates is the classic prop to hide behind. Be creative and build unique objects that better tell the story of the level.

Here's an example room featuring those concepts.
http://chrisholden.net/tutor/ds_dm01.jpg

TIP: Build a human ref. It can even be a box, as long as it's the scale of the player character. This will help in judging the size and shape of things.

A larger, second room.
http://chrisholden.net/tutor/ds_dm02.jpg

Putting the two together by creating fun, small rooms out of the visibility halls for final result.

http://chrisholden.net/tutor/ds_dm04.jpg

Download final version in .MAX 8 and .3DS format
http://chrisholden.net/tutor/room01.rar


Test early, test often! The more that's right from the start, the less you have to change in the end.
http://chrisholden.net/tutor/ds_dm05.jpg


This is only the basic gist of deathmatch level design. The best ideas come from testing and designing the most fun environment to suit your game play.

More on this later...

Emil Mujanovic
03-19-2008, 09:28 PM
Awesome stuff, Chris. Great tips there for Deathmatch level design. Its a similar technique we use here for all our levels, just block them out and get them in game. You'll see what works and what doesn't a whole lot sooner without having to spend months of polishing mesh only to work out the gameplay sucks.
Keep it up, mate.

-caseyjones

steady
03-19-2008, 11:00 PM
thats really cool chris. thanks for making this. I plan on trying this out. Some questions I have are: What size is each floor square? When you make the floor, do you copy and paste these panels, place them in order, then select all verts and merge them? or do you extrude, extrude, extrude? After completing a room and you want to test it out, do you save as .3ds and import into UnrealEd2? Apply a texture and a player start position, a few lights and hit play? Or can you do this from within max?
thx! /images/graemlins/smile.gif

cholden
03-23-2008, 10:03 AM
Building off a gimmick

Originally, the idea called for three bridges. They span across a room in a curved nature for multiple elevations using these circular shapes to make what appears to be an eye. The back sides of the walls were simply a walkway to allow the player to run from ground level to the top bridge.

http://chrisholden.net/wacky01.jpg

The downside to a gimmick layout is the game play might not be that fun. So I spent a lot of time testing new additions. I added ramps to the back for another way to the top, a lowered center area (creating another bridge) and a few strategic visibility blockers for game play.

http://chrisholden.net/wacky02.jpg

From there I started pouring on detail. Again for this I started with new details, but then scavenged an older, unfinished level. My plan was to simply go detail crazy until I liked it, then break it up into modular chunks I can bake down to low poly assets and recompile into a playable game level.

http://chrisholden.net/wacky03.jpg

Here's a quick color composition I doodled with

http://chrisholden.net/wacky01_render.jpg

I'm still nailing down the main detail in the back area, once that's complete, I'll be ready to move on to making everything modular.

HonkyPunch
03-23-2008, 10:24 AM
Really digging that bottom piece, as well as the uncolored one.
Very interesting

zenarion
03-23-2008, 10:31 AM
Love the sketchbook Chris.
I think i am actually learning from this.

Saidin311
03-23-2008, 12:33 PM
Man thats hot dude! When you started modeling that detailing did you just end up symmetry-ing and turbosmoothing things a million times to get the lengths of the sections you wanted?

I too lovin your sketchbook cause its inspiring and knowledgeable at the same time!

Slingshot
03-24-2008, 03:38 AM
I hop you keep the room to scale with that little dude you have in the corner.
It would definitely be something new in terms of everyday environments and makes you think about the room in more imaginative ways.
What is this room designed around? fusion reactor, robot building room? etc. Looks nice tho.

cholden
05-28-2008, 09:45 PM
Recent WIP. Still a ton to do to the building itself (too perfect now) then interior/exterior props. Whole thing is based on pics of a miniature

http://chrisholden.net/blockhouse_wip03.jpg

Newer version with night lighting test and ground transition rocks/dirt.
http://chrisholden.net/blockhouse_wip04.jpg

I'll post some source files and maybe some steps once I'm happier with how it's coming together.

kiril0t
05-28-2008, 11:43 PM
my gosh why hvnt i seen this before...this is awesome, really great insight

adam
05-28-2008, 11:51 PM
Right on man, its looking great. What about dropping the normal map on the straw roof and doing an opacity pass on it instead? The bump wrecks it IMO and if it were more 'hairy', so to speak, I think it would have a nice contrast of surface types.

IronHawk
05-30-2008, 02:51 PM
cool start Chris looking forward to see where you take this. Reminds me of the huts in d2 act 1 and thats a good thing :)

I agree with Adam about the straw roof it's looking plastic now.

cholden
06-16-2008, 09:19 PM
A doodle after work, not sure if I'll take this further. Still working on the house, but wanted to take a break
http://chrisholden.net/goodnews03.jpg

Saidin311
06-19-2008, 05:30 PM
Sweet man, I'm still always in awe of how you get so much for so little. I need time to get back to my art!

Is that medieval building made from individual bricks? How many stones make up one lego piece? My guess is around 3 or maybe 5? In an interlocking pattern? I'm looking for texture/shape repeats but I can't seem to find any! :)

cholden
07-06-2008, 08:04 PM
I posted this originally a while back, but I didn't everpost a final, so here it is:

2400 triangles, 1x128x128 texture (http://chrisholden.net/lowt3_02.gif), unoptimized.wireframe (http://chrisholden.net/lowt3_04wire.jpg), based on this original UT3 screenshot reference (http://chrisholden.net/ut3-3.jpg).

Final Scene
http://chrisholden.net/lowt3_04.jpg




Next, started helping out dummeh (http://boards.polycount.net/showthread.php?t=53887) with his game (http://boards.polycount.net/showthread.php?t=53887).

The blocked out ship deck (http://chrisholden.net/deck05.jpg), and a few close-ups. All this will change as we nail the look in game. No real textures used yet.

http://chrisholden.net/deck05_01.jpg





Finally, I was ridiculously inspired by Kevin's pimp (http://boards.polycount.net/showthread.php?t=54311), I went back to my biotech themed level and made a column over the weekend. I'll give it a unique top, a mudbox pass for the organics, etc.

http://chrisholden.net/column01c.jpg

hobodactyl
07-06-2008, 09:26 PM
Really great work, Cholden, that's an awesome pillar. I hadn't seen Dummeh's game before; I sent him an e-mail :D

cholden
07-08-2008, 09:15 PM
Thanks, here's another.

http://chrisholden.net/walkway03.jpg

IronHawk
07-08-2008, 09:43 PM
hell yeah Chris! Nice work man. I'm not feeling that bulge in the wall or floor panel in the second image though.

Kawe
07-09-2008, 01:46 AM
A doodle after work, not sure if I'll take this further. Still working on the house, but wanted to take a break

I'm sorry but I can't allow anything that looks better than what's in many games today to be called a doodle :)

kary
07-09-2008, 09:20 AM
Very nice stuff. Great column for an over the weekend project, I look forward to following the thread as you take this stuff through to finish :).

cholden
07-28-2008, 09:29 PM
Bough a new computer, and jumped right into UT3 editor (thanks to tfrog putting it together for me).

I've laid out a 2-8 player DM level, and am shifting focus to art. Here's a preview of a couple normal map tests for walkways.

http://chrisholden.net/walkway04.jpg

Sage
07-28-2008, 10:33 PM
Dude you make me want to make 3d. This stuff looks great, thanks for sharing.

rootdown
07-28-2008, 10:57 PM
Diggin' this thread, man. Not just the work you're posting but your notes on level design, too.

Flewda
07-29-2008, 08:24 AM
Very nice man, now get a diffuse & spec on this stuff, and you'll be in business!

Filbot
07-29-2008, 04:53 PM
Dude you make me want to make 3d. This stuff looks great, thanks for sharing.

Very inspiring indeed.

IronHawk
07-29-2008, 07:48 PM
sweet man glad to hear you got a new rig. It makes a huuuuuge difference in attitude toward doing some fun high poly.

cholden
08-01-2008, 12:10 AM
plan:
maintain current workflow for all modular pieces (in game with basic normal and "blank" diffuse/spec).
Once all materials are previewable in game, finalize materials

pieces currently in game
walkways straight, 90-turn, 3-way, 4-way, centerpiece, column and column base

pieces to be made:
walkway support structure
Noticable in the top image, the walkways appear thin and weak. This will provide strength and silhoutte

center support pillar
currently represented as a cylindar in the top image. Something glowy and interesting.

inclined walkway
to replace stairs

rebuild old entryways
built at lower spec, in serious need of love.

wall trims, optional column top, unique pieces, and anything that stands out wanting.

Lots more to come, I'll try to keep regular updates.

http://chrisholden.net/bd01.jpg

konstruct
08-01-2008, 12:21 AM
pretty danged sexy

moose
08-01-2008, 09:58 AM
love that floor! the pillar processed really nice, normals came out great!

Squirmy
08-01-2008, 05:30 PM
The brick texture seems out of place when compared to the giegeresk pillar and walkway style. What are the pillars supporting?

RazorBladder
08-01-2008, 06:15 PM
Clearly the Pillars are supporting the scene's AWESOME.

Btw Cholden, TOO MUCH BLACK!

Zephir62
08-02-2008, 03:10 PM
You should rig and animate those pillars so the skulls spew awesome-juice all over the players face when they look at it

cholden
08-02-2008, 09:56 PM
humor, I can't resist it
http://chrisholden.net/bdtrims01.jpg

hobodactyl
08-02-2008, 09:56 PM
Great start, it's gonna be awesome watching the progress on this!

Edit: Lulz

cholden
08-10-2008, 10:03 PM
Put this together over the weekend. It's still got a long way to go.
http://chrisholden.net/bio_arch02.jpg

Ged
08-11-2008, 02:22 AM
woah really starting to match the UT3 quality, this last one reminds me of Quake 3 :)

cholden
08-11-2008, 07:18 PM
Here's those windows in UT3. They still need a lot of work, but this is as far as I'm taking them tonight
http://chrisholden.net/bd02.jpg

Ryan Smith
08-15-2008, 06:03 AM
Nice work cholden!

curry23
08-15-2008, 01:32 PM
awesome models C:

Pedro Amorim
08-15-2008, 05:34 PM
love it! unreal meets bionic comando :)

cholden
08-23-2008, 03:21 PM
I appreciated all the support, guys. Thanks.

Here's some more stuff I've been tinkering around with
http://chrisholden.net/bd03.jpg

IronHawk
08-23-2008, 03:32 PM
reminds me of the chaos sanctuary. sweet.

Armanguy
08-23-2008, 03:40 PM
WOW! nice work man looks stunning, my only critique was gonna be that it looked really cluttered in the earlier wip picks but im guessing this is a 2d side-scroller ? and looking at the new shots it looks like you got rid of the clutter and/or hid it from view :)

Awesome work this is going into the inspiration folder. Just a question about the highpoly models if you dont mind how do you render them out? what lighting set-up?

RazorBladder
08-23-2008, 04:04 PM
Fuckin righteous cholden, was gonna do a project similar to this but shan't think I'll even attempt it now :P

Pedro Amorim
08-23-2008, 07:50 PM
bigger pics plz. ktx

konstruct
08-23-2008, 08:49 PM
ooooooooh delish.

cholden
08-23-2008, 09:37 PM
Armanguy, I'm not sure what you mean. I just use the basic render to texture to bake my materials to low in max, everything else is Ut3.

My main design inspiration is Chartres Cathedral with a lot of scale liberties. Artistically, Warhammer 40k, Quake, and UT3 brings in ideas. Here's a little more on the cathedral;
http://www.historyforkids.org/learn/medieval/architecture/chartres2.htm

Here's a few bigger pictures, now you can see all my errors. Again, I consider everything placeholder at this point. (Click for full size)

The 2nd image is looking up from the first. What I've done to this part is the "hall" of the environment. Next will be building a large circular window and constructing the chapel itself (main podium).

http://chrisholden.net/bd05.jpg

http://chrisholden.net/bd04.jpg

Thegodzero
08-24-2008, 01:03 AM
Nice gothic techno cathedral. When are you going to add in the goth ravers?

Asmuel
08-24-2008, 04:23 AM
bloody nice.

Pedro Amorim
08-24-2008, 05:53 AM
ahh now i can see the detail! looking really cool!! hope to see more. just hope it doesnt get boring with the same color scheme going on all over the place.

g0th
08-24-2008, 10:15 AM
Wow, the stuff looks amazing. Are planing for a complete map out of this?

Jon Jones
08-24-2008, 01:29 PM
Hot damn, Chris, you've really outdone yourself. This is the best work I've ever seen you do, and that's saying a lot since you've been operating at such a high level for so many years. Nicely done.

cholden
08-24-2008, 10:33 PM
Completed shaping out the interior cathedral (mostly with placeholders). Now, I fill the gaps and changed everything that doesn't agree with me before moving on to materials.

One last pretty picture for the weekend, click for full size
http://chrisholden.net/bd06b.jpg (http://chrisholden.net/bd06.jpg)

kary
08-24-2008, 11:05 PM
That really is pretty, dark, but pretty.

Great watching this develop, thanks for documenting it well.

konstruct
08-24-2008, 11:33 PM
I like how its pink and black, and not red and black. nothing is more evil than pink and black. might be cooler if it was more of a fuschia, like SO:
http://www.sanctuarie.net/0307/wrapdress3fuss.jpg

Cody
08-24-2008, 11:41 PM
Dude that is really cool.

Generalvivi
08-25-2008, 01:53 PM
looking awesome chris :D

tremulant
09-01-2008, 08:54 PM
very nice brother...Really showing off some serious sculpting skills on the pillars and floor.

cholden
09-01-2008, 10:25 PM
Not a lot of spectacular things to report, but this long weekend gave me time to clean up and make some new pieces. I'm in the process of organizing static meshes into larger, modular sections. If things come together right, it could mean map pack.

To help dive into the editor, I've been assembling small DM levels. It's refreshing and should brew into some fun ideas for a variety of maps.
http://chrisholden.net/quickmaps.jpg

Things are shaping up, and I'm anticipating the results.
http://chrisholden.net/bd08a.jpg
http://chrisholden.net/bd08b.jpg

qubism
09-02-2008, 09:16 AM
when will we see the 13 cybervirgins being sacrificed in the middle of that temple?


cool stuff

Cody
09-02-2008, 12:37 PM
Looking sexy awesome.

mrawolf
09-02-2008, 01:07 PM
very nice.!
I can smell rail guns in there..:)

RazorBladder
09-02-2008, 01:49 PM
All the pieces are coming together real nice, looking forward to seeing the texturing process :)

cholden
09-10-2008, 09:57 PM
After losing all my work from the weekend, here's where I am now. Playable deathmatch level currently feels good around eight players. The main room is now broken into three floors, and that branches off to a few connecting rooms. Still a ton of placeholder. These are a few pics I took following bots around.

http://chrisholden.net/bd09.jpg

Mangled Poly
09-10-2008, 10:06 PM
loving the colors way to go mr holden!

Lee3dee
10-25-2008, 09:38 AM
more updates!!!! I want to download the level :(

any good tutorials for hard surface modeling you recommend?

Peris
10-26-2008, 08:47 AM
now that is cool! Lots of detail but nothing too cluttered =)

cholden
02-12-2009, 03:51 AM
The purpose of video games is to take thousands of years of cultural development embodied in the most sacred, celebrated architecture, and turn those in to death arenas for our entertainment.

I've been compiling a few directories of reference, and designed a layout. I mixed a few facades into a level built for two to six play deathmatch.
http://chrisholden.net/temple_ref01.jpg
http://chrisholden.net/temple_ref03.jpg

Here's the first pass to a high detail column. It's split between three 256 tall and one 128 tall pieces. I'll create at least three different staged of "carved" for modular variety.
http://chrisholden.net/tcwip02.jpg

Sectaurs
02-12-2009, 10:44 AM
are those elephants ringing the base? awesome

as always, impressive stuff

Rens
02-13-2009, 05:58 AM
looking good chris :)

ae.
02-16-2009, 01:44 PM
great stuff man always and inspiration to me :)

Justin Meisse
02-16-2009, 04:14 PM
Woohoooo! Go man, go!

bounchfx
02-16-2009, 04:31 PM
looks great chris

cholden
07-04-2009, 04:39 AM
I wanted to start posting again, so here go

I'm creating a 2d isometric style dungeon. This image represents the earliest stages of the modular pieces (shapes, color, texture). Once I'm confident there's enough variety to build a dungeon, I'll go back and detail each piece. While I'm working for a distant, third-person camera, I'm considering putting in high frequency detail to export the pieces for an UT3 level down the road.

http://chrisholden.net/bodung03.jpg

and hey, look, it's the steps to my floor tile
http://chrisholden.net/floor_tile01_steps.gif

What about that wacky elephant temple from way back? I'll probably be working on that again soon depending on what happens over the next month or so.

Nizza_waaarg
07-04-2009, 07:57 PM
that looks awsome, and i <3 the tiles tutorial ^_^

would say add more contrast (focused lights and darker shadows) but it's still early so it's kindof redundant at this point :P

hope you post more of this thing

Peris
07-05-2009, 01:54 AM
thats awesome! Maybe you can give the floortiles different heights, extrude some of them to get some more geometry in there. I didn't think they were modelled from the screenshot until i saw your little tutorial gif.

cholden
07-05-2009, 03:18 PM
Thanks guys, yes there will be a lot more done to this when I'm not wasting my time with Braid. <shakes fist at puzzle piece>

This weekend, I decided to model my desk lamp. Unfortunately, I don't even have a desk lamp so instead I modeled some robot vomit.

http://chrisholden.net/desklamp.jpg

cholden
07-08-2009, 05:03 PM
I finished this today for the MGAC over on CGtalk. Unfortunately, no one else entered. With no competative drive I totally shitted it out...almost to the point I wasn't going to post it.

360 tris, and a touch less than the 512sx1024 total.
http://chrisholden.net/desklamp_beauty.jpg

Flats, wire shot and high detail base
http://chrisholden.net/desklamp_flats.jpg
http://chrisholden.net/desklamp_wire.jpg
http://chrisholden.net/desklamp.jpg

Was fun though...back to the dungeon...

Ferg
07-08-2009, 05:31 PM
as soon as I saw that I started making sound effects... bzzzzztttzzzztztzzzttzzzawesome

cholden
02-22-2010, 02:07 PM
I built this level for UT3 a couple years ago (go back a few pages to see it's original conception), and stopped before release due to time. Last night I decided to dump all the assets in UDK to see how much I could improve the scene. None of textures are painted yet, these are all AO and normal baked untouched. Hopefully I can find time to finish this one up after GDC.

http://chrisholden.net/chell01.jpg

Fleafa
02-22-2010, 04:29 PM
Looks great! Looking forward to textures.

Vrav
02-22-2010, 04:30 PM
Such gorgeous setpieces - very surreal.

cholden
03-17-2010, 09:36 PM
In keeping with my word to get back to this after GDC here we are. Last time everything was quickly place. I rebuilt the scene, and started painting the textures. Currently the lighting and post are temp while I'm nailing the colors. Still a long time to go.

http://img535.imageshack.us/img535/1682/chell02.jpg

cholden
07-28-2010, 03:59 PM
Haven't updated the sketchbook in a while, and now I'm bringing it back with a UDK game, and documentation. First, a bit about the game currently titled 'Old Town'.

Old Town is the confession of a serial killer. It's an Adventure Horror game built in UDK that takes place within a single city block. The player must explore and cleanse the city of life to unfold the whole story.

The level Blockout is complete, and I'm currently in the process of creating all of the Placeholder art to finalize the Proof-of-Concept. All assets are currently my own creation (short of the base mesh for the sky which is a UDK asset, though the sky textures themselves are hand painted). I am taking advantage of Unreal's procedural buildings, as all the background builds are proc rulesets. Generally speaking, I'm not too concerned with the level art since it's what I do so it's only a matter of time.

Gameplay is ~25% complete. I've got basic inventory system in with a basic line of storytelling via Kismet. For example, your do a murder-for-hire quest which gives you money to rent a motel room. From there you can break into the motel rooms, access other buildings from the roof, etc.

Things I need
Characters and Animations for their cinematics. I can make characters, but there are plenty of people better than myself. Thus before I make any steps that direction, I'd rather give another the opportunity. Can't animate though.

Info on character game start. Be default, it's the udk robot guy with a link gun. I need to change his run speed to be a bit more realistic, and spawn without weapons. Everything I may be set with kismet.

Here's an early pic of some placeholder stuff
http://chrisholden.net/ot3.jpg

I'm also documenting the entire process, and plan to release as a large tutorial set covering basic setup, static meshes, materials, particles, kismet and so on. Most of this has already been written(for a while), and needs organizing before release. It's pretty thorough, so proof reading and testing will take some time.

Andrew Mackie
08-03-2010, 10:12 PM
I love the desk lamp you did for cghub, it's amazing that it's only 360 tris!
Great little .gif on the tileable ground up top as well :D

Justin Meisse
08-04-2010, 03:05 PM
sweet, glad to see you're making progress on this.

cholden
09-10-2010, 07:53 PM
Old Town is coming along strong. Again, focusing only on gameplay at this point so all art is placeholder. So I felt it worth to take a few images that give a better grasp of scope.

Street level view
http://chrisholden.net/ot-street910.jpg

bird's eye view of the street layout. You can enter each building, some with up to five floors and a basement. So there's a lot of area to explore
http://chrisholden.net/ot-layout910.jpg

Here's a pic of my currently very unorganized kismet (spoiler alert)
http://chrisholden.net/ot-kis910.jpg

Here's a short list of a few new things I put in:
1. Progress percentage counter; you can return to your room at any point and check it as well as trophies and spoils you've collected.
2. Lockpicking skill; a pickup that allows you to unlock doors, and the more you open, the more your success increases.
3. Flashlight; derp
4. Cash inventory; again self explanitory
5. Speed booster pickups; hidden throughout the level, permenent increase in speed.
5. Crackhead side quest; fun stuff.


I've got several sections of my udk docs laid out, setup, materials, and blocking out a level. That's off to testing, so as soon as it's presentable I'll link it here.

I've been working on another project I'm pretty excited about. I'm recreating a Dragon's Quest style RPG using Kismet. The game itself is totally playable. You can gain levels, buy weapons/armor at a shop, rest at the Inn. There are three areas of difficulty which trigger random encounters. These bring up a battle screen where you can fight, run, cast spells and so on. You can win gold and exp. Here's some images, again, all placesholder, but putting this together's really expanded my kismet knowledge.
http://chrisholden.net/kis-rpg-battle01.jpg
http://chrisholden.net/kis-rpg-shop01.jpg
After Old Town, I'd like to build a castle escape level built around this system.

cholden
01-13-2011, 02:57 PM
Hey, I'm working on this silliness, wtf.

http://www.youtube.com/watch?v=dEbg6r9C1nM

http://www.youtube.com/watch?v=-Bt_btKFbh0

Basically getting the first act of the game blocked out.

Ged
01-13-2011, 03:54 PM
lol why make overblood? are you going to do all the art for it and everything?

cholden
01-14-2011, 12:47 PM
i know, right? it's totally stupid

intro
http://www.youtube.com/watch?v=bVdU2SBu8vU

cholden
01-16-2011, 05:14 AM
so ridiculous!

Full gameplay implemented for act 1 with all the lovely placeholder arts.

http://www.youtube.com/watch?v=5B8toc3FlmI

cholden
01-19-2011, 12:54 PM
Put together a full play-through of act one of Overblood reinacted in UDK. Pretty fun exercise in Kismet and Matinee. Over 12 minutes of speed-run style gaming. :)

part 1
http://www.youtube.com/watch?v=AaslbEf21TA

part 2
http://www.youtube.com/watch?v=11HvL2N1c_g

Justin Meisse
01-19-2011, 01:56 PM
lulz, you crazy! Are you going to finish this?

konstruct
01-19-2011, 03:33 PM
LOL its already done. Chris is a kismet machine

cholden
01-21-2011, 03:38 AM
Working on a big overhaul of Old Town to tighten the scope. Basically taking out things that weren't working, and going heavier on ideas that are.

Here's a video where I've stripped out all the old content, and started on something new. Things should start getting more interesting.

(edit: see next post for vid)

cholden
01-23-2011, 02:32 AM
Spent a heavy amount of time on particles, spooky things and gameplay. Here's an updated video of the first few minutes of Old Town.

Getting excited about things here again. Planned out how this first environment transitions to dank sewers, a dark cave, and finally out into a spooky forest. Check out the video, I'm having tons of fun with kismet & matinee.

http://www.youtube.com/watch?v=NhsMHB3DbSA

HonkyPunch
01-23-2011, 03:00 AM
That looks really good. A whole lot of dark, but also lots of good.
Very interesting.

cholden
01-24-2011, 01:46 PM
Thanks, more tinkering, in the sewers area this time

http://www.youtube.com/watch?v=Ep0p2KiYc-0

cholden
02-03-2011, 12:33 AM
Here's a quick video showing off a couple sequences. Everything is still placeholder assets.

First scene shows where the player wakes up trapped in a room. The building is on fire and quickly spreads through the room. You have to escape or die. I'm currently using a giant glowing skeleton key as placeholder, but will come up with something fancy once the room is detailed.

Second is the car chase scene. It's a lot of fun. Right now it helps transition the player to the next area.

http://www.youtube.com/watch?v=MQRk42mYRvw

cholden
02-06-2011, 06:40 AM
Kicked out a few props tonight to start fleshing out the start area. Textures are still pretty temp.
http://chrisholden.net/ot_startprops1.jpg

A little glance at that action:
http://chrisholden.net/ot_startfire1.jpg

cholden
02-13-2011, 01:45 PM
Another Kismet and Matinee exercise. Using the assets included with UDK, I assembled a basic Frogger style game.

http://www.youtube.com/watch?v=MolUYm0thso

cholden
03-08-2011, 11:21 PM
Here's a quick breakdown of some of the current Old Town stuffs:

The first level, which will be the demo, takes place in an apartment. The building is on fire, and starting to collapse when you awake. This level is a fairly straightforward escape where the player much make there way out without being killed.

Here's a new video of the intro cinematic. Still plenty of placeholder assets and the lighting is nowhere.

http://www.youtube.com/watch?v=rfeQkC9iNJk


The next area is the sewers, where things take place on a grander scale. This level has more elaborate puzzles and stealth gameplay. Still a long way to go here, so there's not much to say... and currently two textures or so it appears.

http://chrisholden.net/ot-sewers1.jpg
http://chrisholden.net/ot-sewers2.jpg


Here's a few aesthetic shots of ideas that may happen after the sewers. Atmosphere doodles in udks.

http://chrisholden.net/ot-cave1.jpg
http://chrisholden.net/ot-forest1.jpg
http://chrisholden.net/ot-grave1.jpg

Mike Yevin
03-09-2011, 12:19 AM
really diggin that foggy forest, such great atmosphere, keep it up :thumbup:

cholden
03-16-2011, 12:50 AM
Grabbed a few moments of gameplay from start level of Old Town tonight. Still lots of placeholder assets and lighting to be done.

http://www.youtube.com/watch?v=7SIE7UdYvfc

yuanyelss
03-16-2011, 11:36 PM
Cool, although the whole scene looks a bit busy, unified, and at the moment, I suggest you break the floor into a more significant difference of value / color just to cover up the obvious line of real and / wall / ceiling was...

cholden
03-28-2011, 02:02 AM
Things are screaming forward with Old Town. I've begun packaging and testing the demo to great success. All the major bugs have been hammered out, and now it's all polish to the finish. With that in mind, here's some new screen shots.

http://chrisholden.net/ot-01-280311.jpg

http://chrisholden.net/ot-02-280311.jpg

http://chrisholden.net/ot-03-280311.jpg

Two Listen
03-28-2011, 01:15 PM
Damn, this looks fantastic. Something to be proud of for sure. I'm a huge fan of survival/horror games and will definitely be keeping up with this.

cholden
04-03-2011, 01:57 AM
Journal system is in for Old Town

http://chrisholden.net/ot-journal01.jpg

Throughout the level are pieces of paper that the main character collects thoughts on. Due to the minimalistic interface approach, this was originally avoided. After testing, this standardized method of storytelling was implemented to add an additional layer of storytelling. It also gives more opportunities for replay value, as well as adding hints and secrets in the messages themselves.

cholden
04-11-2011, 02:08 AM
The Old Town Demo is coming together fast! Here's a quick video of a few more sections. The video is a dark, but the flashlight helps a lot at this point.

http://www.youtube.com/watch?v=ACNgWkcvG3I

nicafornica
07-06-2011, 06:48 PM
amazing i am hooked

cholden
01-24-2012, 03:11 AM
Sketch-a-Day!

I haven't drawn regularly in years. It's time to get back in action!

Here's what inspired me:

A while back, idrawgirls.com posted this lesson
http://idrawgirls.com/tutorials/2011/10/20/how-to-paint-landscape-mountain-river/

It reminded me that I used to draw. I followed the it and this was my result.
http://chrisholden.net/idg_landscape_001b.jpg

2nd, I felt I should google real pictures and paint them. Image searching "landscape" and my result was one of my worse, I'm sure I limited myself to 30 minutes.
http://chrisholden.net/idg_landscape_002.jpg

That was all goofing around. Next is when I decided to sketch a day.

3rd (JAN22): Again, hit the google, but came up with some better results because it picked up one of my g+ members from the Seattle area
http://chrisholden.net/idg_landscape_003.jpg

4th (JAN23): searched "beautiful cave" and painted what I saw.
http://chrisholden.net/sketch2012_jan24.jpg

I used Makkon's brushes on this piece because I wanted to work with them.

Rock Brushes by Makkon
http://www.polycount.com/forum/showthread.php?t=91941

Korrax
01-24-2012, 03:30 AM
Nice work mr. cholden :P Love the cityline one! You should do one of Vancouver, I could upload a photo I took.. a night one, would be wicked!

Joseph Silverman
01-24-2012, 09:34 AM
Nice! It's awesome to me when a very skilled 3d artist sets aside the time to develop their painting skills. Keep at it, man!

cholden
01-24-2012, 04:08 PM
Thanks guys.

Korrax if you've got pix I'll draw them.

cholden
01-25-2012, 02:43 AM
googled "landscape photography" picked a simple image that could fit in my short amount of time tonight. Ok result. Probably makes a nice thumbnail.
http://chrisholden.net/sketch2012_jan25.jpg

Daven
01-25-2012, 09:34 AM
Hey man, good to see you posting in here again.

Joseph Silverman
01-25-2012, 06:18 PM
Cholden, check out deviantart and flickr for ref, you will find way more images with good composition/colors/lighting! Nice work so far!

Jackwhat
01-25-2012, 07:45 PM
http://supreme-scapes.deviantart.com/
http://www.sankakucomplex.com/2011/05/07/backalleys-of-japan/
http://apedogs.com/viewtopic.php?f=10&t=149

cholden
01-26-2012, 04:18 AM
Thanks all. Those links are dope, Jackwhat. Porn is always awesome.

I dicked around, and spent a lot of extra time working on cleaner technique. Today's sketch:

http://chrisholden.net/sketch2012_jan26.jpg

Daven
01-26-2012, 07:28 AM
Damn man, that's pretty sweet. Let me guess, Calgary?

Lee3dee
01-26-2012, 08:44 AM
nice Chris! whats the average time spent on these?

Digital Cantina
01-26-2012, 08:50 AM
Awesome, I also want to know how much time you spend on these

Joseph Silverman
01-26-2012, 11:10 AM
I would love to see some steps or hear some thoughts on how you approach these. I'm curious about how you come at an issue like a painting with so much 3d experience.

cholden
01-26-2012, 05:08 PM
Max, site I found it on said it was the rocky mountains, but I'm not sure where.

I used a stopwatch when drawing the last one, and it took right around two hours. Again, kinda went long, but at this stage I'm more concerned with getting my technique up to speed.

I'll probably release steps as I get better at this. I don't want to be that jerk that makes a tutorial on something the first time they do it.

Generally, I tackle the subject the same way I paint textures. Find my main shapes/silhouettes/colors. Start from the farthest background and start painting forward. Really, I'm just figuring it out as I go. I've painted a lot in the past (before the whole computers thing). I used to love airbrush, watercolor, pencil on newsprint.

Anyways, starting to really enjoy this. Hope I can keep it up long enough to do something narcissistic like release an art gallery UDK level.

REPOST OF LAST NIGHT'S SKETCH (since it was the last post on the last page
http://chrisholden.net/sketch2012_jan26.jpg

Blaisoid
01-27-2012, 02:08 AM
hmm, those mountains feel kinda transparent.
they probably should have a stronger light on them, unless another mountain off screen put them in shade.
but i guess if ref photo actually had them this way then that's how it should be.

those brighter blue shapes on mountain to the right look cool, they could use more contrast though.
if that's snow then it should be easily distinguishable from rocks.


the fact that level of sharpness differs greatly from place to place creates a weird impression, especially considering that furthest mountains seem to have sharpest edges.
also, smudging made the snow look quite dynamic, like in the middle of an avalanche. was that deliberate?

color palette feels a bit bland, but it's hard to judge this without ref pic.


hope this helps.

cholden
01-27-2012, 02:47 AM
Sketch-a-Day!

http://chrisholden.net/sketch2012_jan27.jpg

Just under 90 minutes of terrible slowness. Googled something like "Oakland, CA". Found a smoggy sunset over the city and went with it.


ooo, good post Blaisoid. The snow thing, no idea. It just happened. You bring up a lot of other good points. I'm going to quick put together some steps on how I did this current piece to better expose my process for feedback.

cholden
01-27-2012, 03:17 AM
To contradict a previous post about not posting step till I'm awesome, here's my steps! I don't suggest following these too much for learning.

Ref photo, again, searched for a cityscape in Oakland, California. The result was simple enough that at my current level I felt confident in.

1. I start with the most background of thing, the sky.

2. Each getting their own layer, added background mountains with a bubbly brush and buildings with a horizontal or vertical brush (shift clicking for straight lines). Colors sampled from blurred photograph.

3. big soft brush with color brighter than surface to add atmospheric fog to separate distances. Horizontal brush paint water and bridge.

4. Foreground trees with a dark, spatter burhs, buildings with quick horizontal brush taps, and overall big soft brush atmosphere to blend scene together.

Note: avoided that weird antenna thing and took a lot of liberties with building placement

http://chrisholden.net/sketch2012_jan27_steps.jpg


Some fav PS shortcuts

[ ] increase/decrease brush size
B switches to Brush mode, real useful switching back to painting
E eraser mode
Ctrl L adjust levels
Ctrl U hue/saturation
Ctrl Shift I invert selection
Ctrl S save

cholden
01-28-2012, 05:07 AM
Sketch-a-Day! This one kinda sucks
http://chrisholden.net/sketch2012_jan28.jpg

Cybersam
01-28-2012, 07:42 AM
Love the sketch of Oakland CA. Try and add a glow and abit of colour burn to the piece though. Sunshine usually has that REALLY HGH ORANGE CONTRAST when you look at it. 90 minutes with that is great though :)

Joseph Silverman
01-28-2012, 08:12 AM
Cholden, thanks for sharing your steps! That shit is helpful no matter what the artist's kill level is! Are you sampling colors in all of these? if so, it's something I would try to get away from if i were you -- (subtly) exaggerating colors will add a ton of life to your paintings, and struggling with picking your colors will broaden you as an artist tremendously.

I'm normally loathe to give this advice, but i think you should experiment more with textured brushes! You have the understanding to not overdo them, it's really night and day faster and more efficient to lay in surfaces and masses with a rougher, flow-only brush when you're painting foliage and that kind of thing.

cholden
01-29-2012, 03:15 AM
Taking in what I can. Thanks for the feedback

today:
http://chrisholden.net/sketch2012_jan29.jpg

cholden
01-29-2012, 11:01 PM
Sketch-a-Day. Quick one tonight. I spent all day painting grass for work, so I googled grasslands.

http://chrisholden.net/sketch2012_jan30.jpg

cholden
01-31-2012, 01:04 AM
Sketch-a-Day keyword "village". ~1 hour that turned out better than I thought.

http://chrisholden.net/sketch2012_jan31.jpg

cholden
02-01-2012, 02:46 AM
Super quick Sketch-a-Day "SWAMP"

http://chrisholden.net/sketch2012_feb01.jpg

cholden
02-02-2012, 04:03 AM
keyword "sewer"

a diff style, wasted a lot of time

http://chrisholden.net/sketch2012_feb02a.jpg

cholden
02-03-2012, 12:57 AM
Sketch-a-Day "River"

http://chrisholden.net/sketch2012_feb03.jpg

konstruct
02-03-2012, 11:47 AM
damn dude- these are shaping up nicely!

cholden
02-04-2012, 02:05 AM
Sketch-a-Day, Canyon, I'm tired.

http://chrisholden.net/sketch2012_feb04.jpg

Jessica Dinh
02-04-2012, 04:00 AM
I love the River sketch !! And post#134... are those sheep? THEY'RE ADORABLE. 8D

Joseph Silverman
02-04-2012, 08:53 AM
Nice work man. Your colors are consistently too muddy and dulled. Push the vibrancy, push the contrast between illuminated and shadowed spaces!

Macattackk
02-05-2012, 11:23 PM
Awesome stuff man. for your UDK game are you using UnrealScript at all? or just kismet and matinee?

cholden
02-21-2012, 03:55 AM
Hey, what about sketch a day? Work, levels, the end. More down the road.

Modular Dungeon, the first minute - YouTube
req: turn off all your lights, full settings, full screen. shhh....

gameplay test of this dungeon level. PM if you can UDK and test the full level.

you can beta test, PM me if you got the UDK installed.

samcole
02-21-2012, 07:37 AM
Chris, thanks for inspiring me to start up my own one hour painting sessions every night. Your struggles helped fuel mine.

Joseph Silverman
02-21-2012, 09:55 AM
Looks pretty cool cholden. I'm kinda missing much variation in materials, but I guess that's a stylistic thing.

Get back to drawing!

cholden
02-21-2012, 06:24 PM
it's a placeholder thing, sillypants. only testing gameplay now


Tested on another PC, here's some known bugs:

just using the package/map files, the default jump, etc. sounds are active.

Most sounds leveled too low. Noticeable when compared with the default sound

Play through seems fine. Will rerelease tonight with audio fix.

cholden
02-22-2012, 05:07 PM
tester noted newer versions of UDK remove location gameplay. You won't be able to crouch. The level is built in 06-2010. You'll get better results with that build. Shouldn't be a problem on release as the full install version includes all movement gameplay.

Coming together nicely though, looking forward to starting a new pimp thread for all the art creation.

cholden
02-25-2012, 03:11 PM
Here's a video painting a texture for this dungeon

Hand Painted Realist Stone Tile Tutor - YouTube

More on that later

gibson543
02-25-2012, 03:32 PM
Hey chris, thanks for the tutorial, im just wondering is there an advantage to hand painting your textures in this way instead of using photos? Sorry of you mentioned it in the vid i didnt get a chance to watch all of it, the dungeon is looking sweet so far man i love how you try to make all of your stuff actually playable. Keep it up man :)

cholden
02-26-2012, 05:56 AM
the main advantage is original art.

oh my, more vids explaining crap
UDK Modular Brick Creation Tutor - YouTube

gibson543
02-26-2012, 07:47 AM
Ah i see thanks for the reponse and nice vid gives me some stuff to try on my own now

gibson543
02-26-2012, 07:47 AM
Edit: shit double :/ sorry

cholden
02-26-2012, 11:29 PM
Using the technique from the previous video. Here's another pipeline example

UDK Modular Brick Tutor example 2 - YouTube

Jack0999
02-27-2012, 01:11 AM
http://www.1000seotips.com/zhao3.jpghttp://www.1000seotips.com/zhao2.jpghttp://www.1000seotips.com/zhao4.jpg

Christian Hjerpe
02-27-2012, 03:08 AM
Thanks for sharing Chris!

Btw the Crunch Cast shows are awesome! Keep up the great work!

Daven
02-27-2012, 07:20 AM
This thread is super hot. Loving the tutorials man, they're helping loads.

cholden
02-29-2012, 03:12 AM
Look at this Quake fetishism I made tonight (using previously described technique)

http://chrisholden.net/arch14.jpg

http://chrisholden.net/arch148.jpg

http://chrisholden.net/arch37.jpg

Dylan Brady
02-29-2012, 03:20 AM
Hot Arches, I'd release an early leak all over that

cholden
03-03-2012, 09:20 PM
Playing with some different techniques to create an overly detailed, simple asset.

Steps:

quickly setup two displacement (height) maps in photoshop.

Applied each of those displacements to planes in Max. Using a similar technique of stacking a displacement on a turbosmooth. Adjusting iterations of the turbosmooth makes it a lot easier to work with while jacking up for detailed render.

Combined those two meshes on each other, and applied a wood and metal textures. Added another plane and shaped out the hoops (metal rungs) slightly. for baking out a diffuse, normal and lighting map.

After baking out materials, duplicated, bent, FFD'ed the low poly mesh and extruded in the cap. Created 2nd channel UVs for UDK lightmapping and imported to UDK

http://chrisholden.net/barrel_steps01.jpg

Flats: multipled a leveled AO over the diffuse color, painted in some edge highlights / additional shading. Added rivits, generated specular, cleaned up normal.

http://chrisholden.net/barrel_flats01.jpg

Also created a cap wood texture for the top/bottom of the barrel.

Final result in UDK is pretty good. Still needs some clean-up, but I'm happy with the result of the technique. It yield huge source textures, displacement maps, and a quaded mesh for easy LODs.

http://chrisholden.net/barrel_ingame01.jpg

TeriyakiStyle
03-03-2012, 11:34 PM
Thanks for all the awesome info and art dude!

cholden
03-04-2012, 07:58 PM
Last night I made this video demonstrating displacement tessellation in UDK

UDK dx11 examples - YouTube

Must learn this for the next console titles. It's like when normal maps first came along. All new shit to learn.

allmighty_thunder
03-05-2012, 11:04 PM
love the dx11 stuff

cholden
03-06-2012, 04:52 AM
Dungeon Modular Set used for Bad Place - YouTube

last vid before I disconnect for GDC

BigK
03-06-2012, 09:00 AM
thanks for the quick tuts man those are pretty sweet.

wretchedgoat
03-06-2012, 01:33 PM
love that dx11 stuff, going to look into that more for sure!

superdenny707
03-11-2012, 04:20 PM
I'm kinda late, but with the barrels, how do you bake the details to a low poly if displacement is only applied at render time?

cholden
03-12-2012, 06:33 PM
UDK Modular Dungeon Set: Cave Example - YouTube

Here's a quick cave I put together over the weekend using my dungeon set. I didn't need to make any new assets besides the cave shell mesh itself. Very early WIP, plenty of Dear Esther inspiration.


superdenny707, the displacement is applied all the time.

frontop
03-12-2012, 11:34 PM
Cooooool, man.





3d rendering (http://www.frontop.com)/architectural rendering (http://www.frontop.com)

Walrus
03-13-2012, 09:22 AM
Very nice Chris, looking forward to seeing the cave develop!

Mr Bear
03-13-2012, 05:03 PM
Very cool Chris, any chance of some wires in the future, would be interesting to see your modularity for this level.

Daven
03-13-2012, 06:47 PM
Pretty badass

pseudoBug
03-13-2012, 08:02 PM
Nobody wants to see your art man, we want to gaze at your beautiful face, and listen to that sexy voice.

Make more crunchcast.


:P

pseudoBug
03-13-2012, 08:08 PM
Last night I made this video demonstrating displacement tessellation in UDK

UDK dx11 examples - YouTube (http://www.youtube.com/watch?v=Ayoaq5SSSeA)

Must learn this for the next console titles. It's like when normal maps first came along. All new shit to learn.

Oh, and I'm pretty sure you said ". . . udk to show you some dicks."


So where are they?
:D

cholden
03-14-2012, 12:43 AM
People love steps. I hope this explains what I did for the cave

http://chrisholden.net/tutor/tut_cave001.jpg

I admit this result is a little sloppy, but these steps are more discussing quickly blocking out a scene for aesthetics.

Yeap process description and a CrunchCast in one night. Am I giving too much?

pseudoBug
03-14-2012, 02:57 AM
No, we are greedy little sponges. Seriously, thanks for everything you do. I can't begin to explain how much of an inspiration and insight crunchcast has been.

I'll have to go back and look at some of this other stuff of yours when I get a chance.

cholden
03-18-2012, 01:24 AM
I got caught in a hangout with these silly UVs and they made me take a pic

http://chrisholden.net/uvface01.jpg

biofrost
03-18-2012, 10:35 AM
I'm pretty curious as to how you went about unwrapping the cave.

Callesw
03-18-2012, 03:04 PM
Haha, I find myself doing that stuff all the time :p

ageless
03-26-2012, 09:09 AM
Massively Entertaining and informative Thread.
Looking for more.

cholden
04-23-2012, 10:19 PM
UDK Modular Dungeon Torch Contruction Tutor
Creating a UDK Torch with Displacements in Max
UDK Modular Dungeon Torch Contruction Tutor - YouTube

rs4playpis
04-23-2012, 11:52 PM
The building Lord really invincible, thought very have routines.




__________________________________________________ _____________________________________
You may also like:Rs Gold (http://www.rs4play.com/)

Wonkey
04-24-2012, 01:06 AM
The building Lord really invincible, thought very have routines.




__________________________________________________ _____________________________________
You may also like:Rs Gold (http://www.rs4play.com/)

I like what you are saying, but not sure I agree.

cholden
04-29-2012, 02:19 AM
new door made in g+ hangout

http://chrisholden.net/udk-dungeon-door02.jpg

cholden
05-02-2012, 02:34 AM
new vid from the youtube's

UDK Modular Dungeon Update - YouTube

cholden
05-04-2012, 04:30 AM
New stairs. There's some seams and bugs to clean up, created 100% in a g+ hangout

http://chrisholden.net/newstairs01.jpg
http://chrisholden.net/newstairs02.jpg

cholden
05-05-2012, 01:55 AM
http://chrisholden.net/udk-dungeon-03.jpg

walreu
05-05-2012, 03:26 AM
Wow, nice work man! Looks very skyrimish :)

Daven
05-05-2012, 06:59 AM
Man, this level has really stepped up! It'd be cool to see you use some extra color in here. Modular cloth textures and stuff like that. I'll have to get in one of these hangouts sometime.

cholden
05-06-2012, 12:30 AM
got a lot of good feedback, and here's an update

http://chrisholden.net/udk-dungeon-04.jpg

only concern: becoming artsy-fartsy instead of horrible dungeon of dark death.

cholden
05-06-2012, 02:26 AM
I'm a key!
http://chrisholden.net/udk-dungeon-04-key.jpg

ZacD
05-08-2012, 01:03 PM
Nice update, I reall like the lighting.

cholden
05-16-2012, 04:30 AM
UDK Modular Dungeon Beta ready to go.

Let me know if you're in.

Tokoya
05-16-2012, 12:15 PM
Hey chris this looks awesome, hook me up with the beta

JonathanLambert
05-16-2012, 07:06 PM
I'm in. Beta please.

Tigerfeet
05-16-2012, 07:20 PM
How the heck am I supposed to get the key? I found the triangle and circle treasures (along with some other things) with no problem, but the square treasure (the thing that goes on the pedestal) and the key were behind iron gates. There were a couple of levers around. One opened the gate I had just come through and another didn't seem to do anything (the second such lever I found, the first was in the room with the box I had to move to get up to an opening for me to crouch through.

I can definitely see the Amnesia and Dear Esther inspirations. Even just reminding me of Amnesia was enough to make me uneasy, but then again I'm a giant weenie when it comes to scary things.

I thought it was very dark in places, and hard to see. I'm not sure if the levers were hidden in darkness on purpose, but they were hard to find and probably part of the reason I got stuck.

cholden
05-16-2012, 07:23 PM
pick up the torch in that first, high ceiling room. :)

and yea, there's some sneaky stuff in there. I originally planned on 3 super secrets. Instead, I put the keys in them

cholden
05-19-2012, 07:08 PM
The indiedb page for Dungeon Escape has been authorized. http://www.indiedb.com/games/dungeon-escape check it out, 8 new screenshots.

cholden
05-26-2012, 05:17 AM
Here's a new video, a bit more artsy-fartsy than showing off new stuff, just experimenting with audio
Dungeon Escape Artsy Video - YouTube

MisterSande
05-26-2012, 06:44 AM
looks very good Cholden :) working on any game project atm ?

cholden
05-26-2012, 05:16 PM
well, this is a playable game level, and then there's work (nexuiz).

cholden
05-29-2012, 04:47 AM
This is me just tinkering around in UDK

www.youtube.com/watch?v=mcd7E7UkmYg

mikezoo
05-30-2012, 09:26 PM
ship it!!!! :)

WorldWithoutWords
05-31-2012, 02:51 AM
Ever play Kula World? heheh, nice stuff man

cholden
05-31-2012, 03:48 AM
goofin' around tonight

Island UDK Adventure - YouTube

cholden
06-09-2012, 04:06 AM
Result of goofin' around in UDK with Landscape (for all of island) and Foliage (for palm trees) created in G+ hangout www.youtube.com/watch?v=UCSDTziQD3s

biofrost
06-09-2012, 09:37 AM
Looks awesome, nice to see some bright colors! kinda makes me want to play ape escape for some reason.

Tokoya
06-09-2012, 09:40 AM
Awesome cholden, you got any gameplay in mind for this island? Could see some really fun puzzling/platform gameplay come out of it

cholden
06-16-2012, 12:35 AM
Last night (Thur) I was tinkering around with Landscape in UDK for a couple hours and made this

www.youtube.com/watch?v=l8G7eX61Vek

cholden
06-20-2012, 11:44 PM
New video tutorial, UDK Landscape Basics, a brief introduction to a powerful tool

UDK Landscape Basics - YouTube

Daven
06-21-2012, 06:23 AM
Sweet vids man. Definitely useful.

Fomori
06-23-2012, 02:07 AM
Awesome. Thanks.

cholden
07-02-2012, 11:51 PM
My UDK'ing over the weekend

www.youtube.com/watch?v=yZhzdNrJk80

cholden
07-05-2012, 01:21 AM
couple new screenshots from my single diffuse/normal, old school DM level. See previous vid for more details.

http://chrisholden.net/dm-oldschool01.jpg

http://chrisholden.net/dm-oldschool02.jpg

more to come...

Daven
07-05-2012, 06:42 AM
This looks really awesome so far man. I'd love to see your breakdowns when you're done.

cholden
07-06-2012, 12:33 AM
Thanks broski!

new pics for wip, udk old school DM map using single diffuse and normal textures.

http://chrisholden.net/dm-oldschool03.jpg

Hope to wrap up and release this real soon.

aajohnny
07-06-2012, 12:39 AM
I love the different colors and the mood here, this is really nice man!

cholden
07-06-2012, 01:23 AM
Thanks, here's a couple more, with DoF to make big $$.

http://chrisholden.net/dm-oldschool06.jpg

http://chrisholden.net/dm-oldschool07.jpg

Fomori
07-06-2012, 07:46 AM
Really nice. Even more amazing that you've been so efficient.

cholden
07-08-2012, 02:22 AM
Thanks, here's more...

silly artistic shot. new stuff: cables, decals, lighting.

http://chrisholden.net/dm-oldschool08.jpg

cholden
07-11-2012, 02:58 AM
UDK Deathmatch level single diffuse & normal map

Looking for DM level testers www.youtube.com/watch?v=uZh-VTupVCU

reply if interested in testing DM level.

requires UDK 03-2012 or newer.

Stromberg90
07-11-2012, 04:36 PM
Looks sweet :)
A bit to dark for me personally and I would like to see some more reflections in there.
Anyway I would not mind testing out your level ;)

cholden
07-13-2012, 01:17 AM
you are right.here's what I did:

enhanced lighting

flipped performance the bird, and went crazy with real-time reflections on everything.

here's a video (go HD full screen)
UDK Deathmatch Level update Reflections - YouTube

zap!

toxic_h2o
07-16-2012, 08:31 AM
Looks really cool dude! nice exercise!

cholden
07-16-2012, 11:38 PM
In lue of releasing levels...

new pics!

http://chrisholden.net/dungeon072012.jpg[/ul]

[url]http://chrisholden.net/dm-oldschool09.jpg

http://chrisholden.net/dm-oldschool10.jpg

RedRaven
07-17-2012, 04:21 AM
Good stuff Chris! Love how the final deathmatch level turned out.

'tis awesome to see how you went from working on the high poly parts for the diffuse bake in the g+ hangout to this.

Justin DeVore
07-17-2012, 05:02 AM
Really awesome to see how your one-map level came together.

I'm curious about a bit of your process though. How did you decide what would be on your texture map? Did you plan it out for specific pieces and then re-purpose the texture later for more objects? Or did you create the map fairly generically before approaching specific objects? Or did the contents of the map change over time as you were laying the level out?

Great results in any case!

Computron
07-17-2012, 11:45 PM
How did you get real time reflections everywhere in UDK? DX11?

Stromberg90
07-22-2012, 05:19 AM
Hey everyone
Made a little level myself using choldens package :)
So of course all credit goes to him ;)
http://i.imgur.com/oYwAp.jpg

cholden
07-29-2012, 02:56 AM
UDK level WIP make in a Polycount G+ Hangout

warehouse

cholden
08-15-2012, 11:59 AM
Testing out steam workshop stuff on Nexuiz, making a CTF map

www.youtube.com/watch?v=Kb_GHUPZqk8

cholden
08-16-2012, 01:18 AM
http://steamcommunity.com/sharedfiles/filedetails/?id=89543299

here it is for play

cholden
08-25-2012, 03:11 AM
I've been trying to make an environment, but it's haunted. This art just started showing up. I did some screen grabs. These monsters. They've been haunting me at night.
https://twitter.com/ChrisHoldenDev/status/239301980462395393/photo/1/large

cholden
10-07-2012, 05:06 PM
I'm happy to say...

Dungeon Escape is up for authorization! The download will be up in a matter of time! You'll have to check the readme on instructions to run, hints and cheats!
http://www.indiedb.com/games/dungeon-escape

DOWNLOAD HERE: http://www.indiedb.com/games/dungeon-escape/downloads/dungeon-escape

http://chrisholden.net/dungeon_escape_01.jpg

http://chrisholden.net/dungeon_escape_02.jpg

http://chrisholden.net/dungeon_escape_03.jpg

http://chrisholden.net/dungeon_escape_04.jpg

cholden
11-02-2012, 03:36 AM
Papyrus is still going!

http://www.indiedb.com/games/papyrus/images/laser-room

http://chrisholden.net/papyrus_nov02_01.jpg

Sebastien-Nova
11-24-2012, 06:36 AM
Thanks broski!

new pics for wip, udk old school DM map using single diffuse and normal textures.

http://chrisholden.net/dm-oldschool03.jpg

Hope to wrap up and release this real soon.


Hi Cholden

I really love how you have "redo" my map DM-1on1-Paradox (http://forums.epicgames.com/threads/664488-DM-1on1-Paradox-FINAL-03-09-2009?p=26123464&viewfull=1#post26123464).

But it would have been smart of you to ask me the permission before release this work, or at least mention the map name and me on your thread and the readme file...Just a fair way to proceed.

Regards