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created [CE3] The Bridge
on 02-25-2012 01:26 PM
Hey Guys I am going to be starting a new Environment, called the Bridge by Matt Tkocz, his website is http://www.mattmatters.com/?p=637, I was given permission to use his concept. Anyways here is my planning process so far, and some reference, I am planning on doing this piece modularity. I have a pretty good idea on how to break up some of the pieces for this scene. The only part I am stuck on is the Big hole at the top of the bridge, anyways critiques and advice are welcome, and thank you for looking!

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, triangle,
282 Posts,
Join Date Feb 2010,
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Looks like a big fun project this. I don't understand how you thought when you split this thing up though, atm it's not very modular at all. You reusing 2-3 parts from what i can see?
You should look into some blending shaders for the broken walls and what not. That would give you all the walls as big chunks of geometry not to worry about. Though you would have to model in the big broken wholes.
Everything stated by me is my personal opinion and it is not in any way related to Avalanche, if not stated so.
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, dedicated polycounter,
1,385 Posts,
Join Date Oct 2009,
Location Stockholm, Sweden
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hey nice concept, i saw someone else working on this concept a while back. A fun exercise and i agree with Sltrolsson.. use blenidng shaders. cant wait to see the progress
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, spline,
104 Posts,
Join Date Oct 2009,
Location Everywhere I wanna be :)
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Hey Thanks for the comments guys. SltrOlsson, they broken bits and the parts where the bricks are showing, I figured I would just model those sections once, and then as I continued down bridge. I would just reuse those pieces again. But your Idea sounds better so your saying using blending shaders for the brick parts right ? That ways I would only have to model in one part of the concrete wall and the holes, and when the damage and grime comes up use the shader ? This will be first time using blending shaders and using modular and cE3 , so this will be one great learning experience for me =).
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, triangle,
282 Posts,
Join Date Feb 2010,
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Hey guys, sorry its been a few days since I posted , I have been playing around with cs3, been learning how to export from maya and import textures and what not. I have also been researching on how to create a blend shader like SltrOlsson suggested. That way I will only have to model the broken pieces, and everything else can be one concrete mesh that I blend bricks into when I need them. I havent figured out scale in Ce3, so I went a head just blocked everything out in maya for size and composition, I would love any input anyone has =) 
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, triangle,
282 Posts,
Join Date Feb 2010,
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oo im looking forward to watching this
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, polygon,
508 Posts,
Join Date Feb 2012,
Location Australia
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Looks good so far, I'd almost open up the roof hole a bit more, from the concept, it looks like the hole is a lot larger, but just gone off screen (from the amount of light that is showing on the floor).
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, polygon,
551 Posts,
Join Date Nov 2009,
Location Melbourne, Australia
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Hey Guys thanks for the comments! Here is my final block out, I am going to start working on some of the modular pieces, from the block out I have gotten more of an idea of how going to break everything up. There is only piece, I am kinda puzzled on how to do the cables that run against the right wall.

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, triangle,
282 Posts,
Join Date Feb 2010,
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I like the blockout, and the concept is really cool! Looks like a fun piece to do. Only I think the tunnel should be longer with the end of it fading into distance fog and overgrowth. That's the part I like about the concept because it provides a good sense of journey. Excited for progress :]
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, dedicated polycounter,
1,662 Posts,
Join Date Nov 2010,
Location Southern California
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Hey thanks for the comment! Yeah definitely, plan on making it longer,maybe adding more robot parts , and it fading off =D. Thanks for the advice!
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, triangle,
282 Posts,
Join Date Feb 2010,
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If you do this correctly, using enough parts should allow you to extend this as far back as you need to. There is a lot of possibilities for parts to be reused.
Awesome concept. You're scale might be slightly off (thinking the walls might need to be a smudge higher?) but since I'm the only one who noticed I could also be quite wrong.
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, triangle,
459 Posts,
Join Date Feb 2010,
Location Natick, MA
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Everything stated by me is my personal opinion and it is not in any way related to Avalanche, if not stated so.
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, dedicated polycounter,
1,385 Posts,
Join Date Oct 2009,
Location Stockholm, Sweden
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Yeah I agree with Rurouni Strife the walls need to be a bit higher and I think as well it needs to be a bit wider. That robot arm and tire are too close to the right hand side wall.
Looking good though 
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, polygon,
690 Posts,
Join Date Feb 2010,
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Hey guys thanks again for the comments! Rurouni Strife and Safer Dan, I will jump on that right away at making it taller and wider. And thanks for the reading, sltrOlsson, I will go ahead and do some testing right away!
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, triangle,
282 Posts,
Join Date Feb 2010,
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So I made things a bit taller and a bit wider, now I am going to start working on the wall assets =)

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, triangle,
282 Posts,
Join Date Feb 2010,
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Much better scale. Looking forward to your assets!
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, triangle,
459 Posts,
Join Date Feb 2010,
Location Natick, MA
, triangle,
282 Posts,
Join Date Feb 2010,
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Hey guys , here is another update, I finally got the blend layer to work using maya thanks to fine folks on polycount and the crydev forums, here is it so far.  Next, I am going to start working on importing my meshes in so I can start setting my scene inside of the engine.
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, triangle,
282 Posts,
Join Date Feb 2010,
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Hey guys I still working away on this, the broken pieces are taking a little bit longer than expected, but I have started importing stuff into the engine,  and here is what I have in the engine so far, and more is coming!
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, triangle,
282 Posts,
Join Date Feb 2010,
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the lighting in that tunnell is wierd, is the roof not casting a shadow? is that becaus ethe roof is too thin...like just 1 poly?
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, veteran polycounter,
3,901 Posts,
Join Date Feb 2007,
Location UK cheltenham
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Hmmm, I work on fixing that issue. thank you for your comment!
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, triangle,
282 Posts,
Join Date Feb 2010,
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Hey I fixed it! Thanks for the comment again! 
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, triangle,
282 Posts,
Join Date Feb 2010,
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Another small update, added the columns and the door and re did the concrete texture,

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, triangle,
282 Posts,
Join Date Feb 2010,
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Hey guys here is another update, I got more of the broken pieces into the scene =) Now I am going to start working on the decals for the random dirt and grime on the walls and ceiling and the moss and grass on the ground. 
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, triangle,
282 Posts,
Join Date Feb 2010,
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Here is another update guys! I am going to start working on the decals and grass now =D

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, triangle,
282 Posts,
Join Date Feb 2010,
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