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created Indie tank game - enviroments
on 12-04-2009 03:43 AM
My very first post, so first of all, greetings and salutations polycounters!
Im currently working on enviroments for an indie tank game thats yet unnamed. So im going to post all the work on enviroments to the game in this thread, and the others might post a few things here aswell when things start rolling.
For other stuff thats beeing, or has been made for the game, check these links:
http://boards.polycount.net/showthread.php?t=67824
http://boards.polycount.net/showthread.php?t=67282
(list will be updated as we go)
I do only have 1 yeah worth of experience in 3D, so i still got a very long way to go. So for that reason you are so very much welcome to crit anything in this post, so i can leech all off your wisdome  .
But enough with the autobiography, so done with all the text, and lets cut to the chase. Heres is my first shot at enviroments for our indie game:

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, null,
6 Posts,
Join Date Nov 2009,
Location Grenaa, Denmark
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*Clap clap*
:P
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, dedicated polycounter,
1,486 Posts,
Join Date Nov 2009,
Location Copenhagen, Denmark
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Hey Guys. it's looking, I better get my ass down to the harbor and have a look next time I visti Grenaa.
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, null,
5 Posts,
Join Date Dec 2009,
Location Copenhagen
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The thing that stands out is the lack of detail in the wall plaster, its a bit uniform and would really benefit from some random cracks, stains etc. Also the blind or curtain thing in the top windows looks a bit strange to me. Having said that for someone whos relatively new to 3D it shows alot of promise so keep pushing forward with it!!!
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, vertex,
41 Posts,
Join Date Jun 2009,
Location Madrid, Spain
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Quote:
Originally Posted by Logan5
The thing that stands out is the lack of detail in the wall plaster, its a bit uniform and would really benefit from some random cracks, stains etc. Also the blind or curtain thing in the top windows looks a bit strange to me. Having said that for someone whos relatively new to 3D it shows alot of promise so keep pushing forward with it!!!
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thx for the reply! I will look into the wall plaster, add some stains and cracks etc. Regarding the top windows, they dont have anything like curtains. The upper floor is suposed to be full of krauts shooting panzershrecks at you, so thats the reason theres nothing there. The thing you might see as a curtain is the wallpaper :P. However, i did some shutters for the windows, so its closed off when theres no one shooting at you from the windows. Will post it later together with some other stuff i got in the works
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, null,
6 Posts,
Join Date Nov 2009,
Location Grenaa, Denmark
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The wall paper looks to clean and perfect - especially compared to the rest of the building, perhaps add some dirt and grime, perhaps even some tears -
it is set during a war after all, and all the soot and dirt from the smoke and explosions, fires and the vehicles does accumulate.
Last edited by kaptainkernals; 12-08-2009 at 04:29 AM..
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, triangle,
402 Posts,
Join Date Oct 2009,
Location South Africa
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These look like a great base to build from! Are you doing modular buildings or individual assets? I've been trolling bbobs kraut and tank... good stuff. Post some wires!
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, null,
12 Posts,
Join Date Nov 2009,
Location San Diego, CA
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Here is a little update on the texture i did yesterday including wires, and a shot without shutters so you can see the inside. I made the AO alot darker inside, and added alot of dust etc. On the wall plaster, i made more random dust, made some stains, and added some plaster holes, or whatever word you can use for them. Im still working on the large plaster hole in the corner near the drain, since im not satisfied with that one yet

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, null,
6 Posts,
Join Date Nov 2009,
Location Grenaa, Denmark
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Don't know if the inside is gonna be that dark in the final, but it's a little too dark i think, can't see any detail really.
But exterior detail is looking a great deal better now
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, triangle,
402 Posts,
Join Date Oct 2009,
Location South Africa
, dedicated polycounter,
1,486 Posts,
Join Date Nov 2009,
Location Copenhagen, Denmark
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I will try to make it just a little brighter and still got a few tweaks that i want to make. But nothing is final before its ingame and tested thoroughly ;)
btw, heres something to put in the way of bbob's tanks !

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, null,
6 Posts,
Join Date Nov 2009,
Location Grenaa, Denmark
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Quote:
Originally Posted by hekvo
I will try to make it just a little brighter and still got a few tweaks that i want to make. But nothing is final before its ingame and tested thoroughly ;)
btw, heres something to put in the way of bbob's tanks !

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AH! My plan is foiled.. Must, recruit, engineers... arrrgh!
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, dedicated polycounter,
1,486 Posts,
Join Date Nov 2009,
Location Copenhagen, Denmark
, dedicated polycounter,
1,486 Posts,
Join Date Nov 2009,
Location Copenhagen, Denmark
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got a few wide open spaces on the back that could use a little love. the rest is pretty nice. 
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, vertex,
44 Posts,
Join Date Mar 2008,
Location Spokane, Washington, USA
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Lookin sweet. But agreeing with bmasterson, those area's could use something...
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, line,
59 Posts,
Join Date Aug 2009,
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can we see some texture sheets?
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, null,
6 Posts,
Join Date Nov 2009,
Location Grenaa, Denmark
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Ok, we have a couple of names for towns for our first map:
Anglais-Bocage (village CP close to allied base)
Saint-Mere-Allemand (village CP close to german base)
Nullepartville (third village CP)
Last edited by bbob; 12-10-2009 at 06:48 AM..
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, dedicated polycounter,
1,486 Posts,
Join Date Nov 2009,
Location Copenhagen, Denmark
, null,
6 Posts,
Join Date Nov 2009,
Location Grenaa, Denmark
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I realise this might be a little late but you would really be better off if you used tiling textures for the buildings and "decals" (whether placed in-engine or as planes in your 3d package) for the details.
You would have to create less textures for damage, and would save massively on texture memory - meaning of course you could add more textures, or higher res textures to the things that need it (the tanks!).
Would also allow you to have separate surface types for things like stone, plaster, wood glass etc.
Unless of course you are using an engine that wants a single texture per mesh and won't function without it.
In which case I would think about using a different engine!
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, triangle,
462 Posts,
Join Date Aug 2007,
Location Stockholm, Sweden
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single texture is less draw calls though :P also with decals you would probably want to use soft alpha which would have to be depth sorted.
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, polygon,
618 Posts,
Join Date Jan 2005,
Location Los Gatos, CA
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Swings and roundabouts I suppose. Smaller textures and less of them is never a bad thing and probably balances out the drawcalls issue. Also 1bit alpha is fine in most cases.
The other thing with tiling textures is less work in the long run. If you look at the textures used already they are tiling them anyway (the roof sticks out the most) but ust in photoshop, so not really taking advantage of using such a big texture page.
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, triangle,
462 Posts,
Join Date Aug 2007,
Location Stockholm, Sweden
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We will look into clever ways of cheating.. Your comments are noted, thanks for your time and insight..
Expect some tests popping up in this space over the weekend.
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, dedicated polycounter,
1,486 Posts,
Join Date Nov 2009,
Location Copenhagen, Denmark
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