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created shroom house
on 02-07-2005 09:10 PM
Hey guys,
Started a new environment model, hopefully to be completed by GDC, in a month. Im going off of my own art, a sculpture I made back in high school. Not an exact duplicate, just inspirational.
Wanted to make it higher poly, but not sure what a reasonable count would be, once all the details are in. Im guessing it will be around 15k, but I would go higher if it was appropriate, I'm still kinda new at this.
Working out the BSP right now, and then will add floating details on top of it., like doors, windows, little plants, etc
current count is around 2700 tris.
Feedback wanted, I'm not even sure how to go about texturing this thing later on, or if having floating geo is acceptable.
TIA
cheers
dabu

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, spline,
242 Posts,
Join Date Dec 2004,
Location Oakland, CA
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created Re: shroom house
on 02-07-2005 10:12 PM
Fantastic start, always great to see environments. [img]/images/graemlins/smile.gif[/img]
Try not to lose the girth of the stalk at the top, and when you get to the top of the mushroom, warp it up a bit from the concept so that it looks more natural.
What type of gameplay do you intent to use this level with? Looks like a platformer style level.
If by floating geometry you mean putting map objects everywhere, this is very acceptable. [img]/images/graemlins/smile.gif[/img]
For example, all those 'rocks' around the windows, and stacked at the base could be the same object. For organic levels I've worked on recently, I'll model three or four rocks of difference size/style and copy them all over the place. These map objects don't have to use many triangles, so they won't eat up your budget. They can also cover much of the original level geometry, allowing the designer to clean up a lot of these polygons.
Not sure what you're looking for on texturing feedback, but I'd say try keeping it in one 1024 sheet, mostly 256s, and hand paint everything with big shapes, visible brush strokes to give it a lot of style and color.
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, veteran polycounter,
3,303 Posts,
Join Date Oct 2004,
Location Denver, CO
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created Re: shroom house
on 02-07-2005 10:53 PM
Thanks Cholden!
I guess what I meant by texturing, is that I know you're supposed to use tiling textures, and I really don't know how to make stuff tile on something so complex as this. Though I guess I could just map it like a character, and then use the open bits to do smaller tiling textures, like on the winding walkway.
Platformer, or RPG, where the player wanders up the pathways to the various doors.
If this was next gen, would two 1024 maps be ok? Im not sure what the standards are these days.
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, spline,
242 Posts,
Join Date Dec 2004,
Location Oakland, CA
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created Re: shroom house
on 02-07-2005 11:47 PM
For texturing this type of environment, I like to use a 'wall' texture (a darker, high in contrast/detail surface that the player can not walk on) and 'ground' texture (lighter, smoother surface) to represent where the player can go. Then build a transition texture to bring the two areas together, like this quick example:
Breaking up your mesh for this type of texture setup may make it easier to uv.
One thing with your pathways and some other parts, if you keep your edges for important areas (path outline) in a smooth clean shape, it will look much better in game. This is something I've recently been experimenting with to beautiful, intuitive results.
Going next gen, you're fine to push some heavier textures around.
BTW, I can give more specific examples on some things if you're intested just pm me.
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, veteran polycounter,
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Join Date Oct 2004,
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created update, day2
on 02-09-2005 05:45 PM
Got my geo pretty well roughed out and am happy with the current design. The pink area is where the player can walk, with a little guy to indicate scale. The squares are a dock/pier.
Cut my base geo into separate parts for texturing, top, middle, and bottom.
Figure that there will be 3 tiling textures and 2 transition textures for in between each region. Still don't know what Im going to do for the roots though.
Now its time to add tons of detail.;)
currently around 4200 tris
check it

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, spline,
242 Posts,
Join Date Dec 2004,
Location Oakland, CA
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created Re: update, day2
on 02-14-2005 08:56 PM
Holy crap this is taking forever,
Took a break over the weekend to save myself from RSI, and spent today mapping the stalk.
Started putting in some temporary textures to try to get a feel for what this thing is going to look like when its all finished.
Like the idea of it being in the middle of a lake, anyone know a place to get free hi res skybox textures?
cheers
dabu

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, spline,
242 Posts,
Join Date Dec 2004,
Location Oakland, CA
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created Re: update, day2
on 02-15-2005 02:14 AM
Hehe cute. I think the layout of the planks of wood feels wrong. The look a bit like a kitchen like that. Wouldn't they just all be parallel? I dunno, nitpicking. And you're gonna fix the UV seams right? [img]/images/graemlins/smile.gif[/img]
http://www.1000skies.com/
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, veteran polycounter,
3,571 Posts,
Join Date Oct 2004,
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created Re: update, day2
on 02-15-2005 04:17 AM
Rock barnacles on the top of the mushroom head? I hope those really are temporary textures [img]/images/graemlins/smile.gif[/img]
Love the way the roots has been shaped to form archways over the stairs.
I agree with Daz about the planks. Make them more random in shape! You need some rope to tie those boat fast too...
FX Artist at DICE
"Glow can especially make your game look a lot better without spending much time on artwork"
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, polygon,
568 Posts,
Join Date Feb 2005,
Location Sweden
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created Re: update, day2
on 02-15-2005 11:04 AM
Hey guys,
Yeah those planks are totally temporary, still working out how much texture space to devote to the tops of the docks. Just threw the wood texture from the steps on there in the mean time.
Im changing the way Im mapping the stalk today, so it will look much better and use a bit more texture space as well.
You can tell they are barnacles? Nice Eye. Don't worry, its totally temp. +)
Thanks for the sky site Daz, are there any free ones on there? It looked like you had to pay...
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, spline,
242 Posts,
Join Date Dec 2004,
Location Oakland, CA
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created Re: update, day2
on 02-15-2005 11:38 AM
Well, yeah technially you should be paying I guess, but I'd read the licensing agreement or shoot him an e-mail. Im sure for personal portfolio use there'd be no charge to grab some of these that don't have watermarks http://www.1000skies.com/partials/index.htm ( but I could be wrong )
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, veteran polycounter,
3,571 Posts,
Join Date Oct 2004,
Location SF Bay area
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created Re: update, day2
on 02-15-2005 02:35 PM
Wow, those walkways and proportions with the character look very tight (head barely ducks under some roots). I'd double the scale of this area so the character has more breathing room walking through all those tiny ledges.
That's a lot of stairs, how about breaking it up some with angled slopes? Stairs can eat a lot of polygons, but that's not so much of a problem these days.
The head of the mushroom would look great if you brought it down (a couple player heights), rotated it back a bit so that the bottom faced more toward the dock, and warped up the shape a bit. Don't be afraid to get wild with the shapes on this, crazy stylized mushrooms as game environments have come a long way over the years. [img]/images/graemlins/wink.gif[/img]
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, veteran polycounter,
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Join Date Oct 2004,
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created Re: update, day6
on 02-18-2005 02:23 AM
Hey Guys, thanks for the continued feedback and critique. Still have a ways to go, but I finally have a good idea where I want to take this.
Ready to start bringin in the rest of the textures for the base and will get started on the cap once thats done. Then I have to makes tons of plants. The feel should be really misty foggy, green mossy, mystical foresty feel, like the gardens in Kyoto.
Still working out the rest of the textures and will be adjusting the color of everything once all the textures are in. Still not done mapping those roots!
cheers
dabu
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, spline,
242 Posts,
Join Date Dec 2004,
Location Oakland, CA
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created Re: update, day6
on 02-18-2005 05:42 AM
great work! love the idea and how you've done it so far [img]/images/graemlins/smile.gif[/img]
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, triangle,
494 Posts,
Join Date Oct 2004,
Location Kiel, Germany
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created Re: update, day6
on 02-18-2005 02:43 PM
Looking great! I love the concept. I wouldnt mind living there. I think the stairs might be too uniform as they are now. If this was lived in, some may be missing or broken in half or damaged. I guess you could be doing that in the texture but it's something to think about.
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, null,
2 Posts,
Join Date Nov 2004,
Location Seattle
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created Re: update, day8
on 02-19-2005 12:45 AM
My shoulder is going to explode, but its coming along, really starting to tie altogether, now that Ive got some moss action going on.
I am tossing around the idea of using a second and maybe even third step texture to make them more unique. They are only 128s so I really don't have an excuse not to.
Textures are still unfinished, but I'm starting to love this thing. Anyone know a good technique to make the water dark and murky?
More to come after the weekend, and thanks for the continued feedback.
cheers
dabu

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, spline,
242 Posts,
Join Date Dec 2004,
Location Oakland, CA
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created Re: update, day8
on 02-19-2005 08:21 AM
that would be pretty friggin' sweet as part of a level in some game.
You're gonna carry that weight.
Steam:HonkyPunch
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, card carrying polycounter,
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created Re: update, day8
on 02-19-2005 09:13 AM
Yeah, add a shock rifle and a minigun, perhaps a few health and adrenaline pickups!
No deity could fill any of our requirements if handicapped with existence. -Ambrose Bierce, The Devil's Dictionary
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, veteran polycounter,
4,550 Posts,
Join Date Oct 2004,
Location Peine, Niedersachsen, Germany, Europe, Sol 3, Milky Way
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created Re: update, day8
on 02-19-2005 01:16 PM
Oh wow. That's beginning to look awesome!
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, veteran polycounter,
4,014 Posts,
Join Date Oct 2004,
Location Austin, TX
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created Re: update, day8
on 02-19-2005 03:04 PM
It’s looking really cool. I really like the design. I have a few suggestions. I'm assuming you don't have a poly limit.
Add in some type of lantern light on post or on hooks that are hanging off the roots. Go with some type of steal latten with a lot of open light space with metal trim that sort of repeats the root like pattern. I’m thinking of lighting the stair area like a hallway of some sort.
The realistic design of the dock area bothers me. First let me start with the dock. The walking planks should be supported by some type of under wood construction. Running on 4x 8’s that are perpendicular to the planks would make this area much more believable. Plus the posts look to perfect and tall. As if they serve another purpose. Either they are for a sign or banner. Their isn’t enough post to place a roof over top of it so thats out. Either put a sign up or shorten them. Plus make the top caps of the cylinder uneven. Move a few verts down to make the top appear as they are not cut so perfectly straight or there has been some wear on them. I would also add some middle supports, right before the bridge. This would give the little slip something to tie up to or put in some sort of bracket on the planks.
The bridge needs more to it. In order to get wood to bend like that you have to do one of two things. Cut it that way in which you cutting along the grain. This means it will split during the cutting process or it wont support any weight as you had cut along the grain. The other method is to steam or soak it in hot hot water and slowly bend it into shape. But with consistent weight on top will eventual snap the board. Curved wood should only be used as trim not for support. So add in some support underneath the bridge. This can be done really ease with some extra wood. Plus you can run a handrail off of the one side to give some center weight to the wood area in the water.
But this all mute as you can pass it off as the wood has been enchanted. Having uncles and a brother who are both architects and builders, you learn a few things.
I really like the grass texture and the roots acting as archways and the overall open spacing of everything. Very Frank Lloyd Wright-ish. Good luck on the skybox. My best suggestion is create one yourself. Grab a camera and find a forest canopy. I’m in a desert and their definition of forest here is two trees within one mile of each other. [img]/images/graemlins/smile.gif[/img]
_
"The Truth depends Greatly upon ones own Point of View."
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, spline,
107 Posts,
Join Date Nov 2004,
Location Cold just South of Hell, MI
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created Re: update, day10
on 02-23-2005 11:47 PM
Spent Monday and Tuesday learning unrealEd, love the terrain feature, so easy! Too bad I won't have time to get anything into it before GDC.
Spend today making some nice windows and doors and other details (btw, lore, the supports under the arched bridge are planks butted against each other and cut at slight angles), and fixing the base mesh. Also began re texturing the trunk. After checking out the assets used in UT2k4, I decided to bump the texture res up a little, so the roots now use a full 1024 map, so they should be a lot less blurry after I remap them. Also made everything a lot more mossy, I might have to dial it back a bit.
more to come.

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, spline,
242 Posts,
Join Date Dec 2004,
Location Oakland, CA
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created Re: update, day10
on 02-24-2005 12:27 AM
This is starting to look really good Dabu. Is there much you can do about the big difference in texture resolution between the branches and the stone paving? The shot 2nd from bottom is where it's most apparent I think.
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, veteran polycounter,
3,571 Posts,
Join Date Oct 2004,
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created Re: update, day10
on 02-24-2005 01:22 AM
Yeah that texture will be much sharper once its remapped. I doubled the effective texture size that that piece uses to a full 1024 x 1024 square. I feel like I made it too green overall and want to go back to the previous style where there is more bark showing.
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, spline,
242 Posts,
Join Date Dec 2004,
Location Oakland, CA
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created Re: update, day13
on 03-01-2005 08:58 PM
Finally spent a solid day on it, coming along quite nicely, though all the alphas on the plants seem to slow down Maya considerably, which can be frustrating. Really like the dusky fog effect.
I can't seem to get more than 5 or so lights in in the scene at a time, does anyone know a fix for this? I would simply bake the verts and delete the lights, but I don't know how to do this. I would also like to place lights so it looks like the windows are on and glowing. Any suggestions? I'm using Maya 5.
Over the next few days I will finish the boat, the potted plants, the cap, light it and get it on my site.
Thanks for viewing, and keep the suggestions coming.

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, spline,
242 Posts,
Join Date Dec 2004,
Location Oakland, CA
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created Re: update, day13
on 03-01-2005 09:12 PM
Very cool outcome! Maybe a bit more atmospheric lighting coming off the water and lights beaming out of the windows would push it to a whole other level. :P
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, veteran polycounter,
3,303 Posts,
Join Date Oct 2004,
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created Re: update, day13
on 03-01-2005 09:47 PM
Very nice outcome Dabu. Chris has some great suggestions there with the lighting.
I'm not sure what you mean about the light stuff. Why can't you get more than 5 lights in the scene?
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, veteran polycounter,
3,571 Posts,
Join Date Oct 2004,
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