View Full Version : Game Environment (3D)
Aazim Khan
25-09-2004, 12:26 AM
hello all,
I tot i'll start by posting something new, other than my regular car work, whihc i will post later :P
This is a test for a gaming studioio in Vancouver, this concept art is
by the studio, and the test is to model the concept to 3D.
If you like to see the orignal concept by the studio, please goto this link
http://www.nlgames.com/Art_Test/<br>
Hope you like it.
Abhishek
26-09-2004, 01:13 AM
<P>Hey Aazim.. that lloks really nice.... can u put that from some more camera angles ??</P>
<P>the render seems pretty smooth.. what renderer is that ???</P>
nipiv
26-09-2004, 01:59 AM
hey man thats really kewl...which game is that been designed for... yah wat renderer is it by the way.......!!! mes a new designer so also give me some good tips on game enviorment designing... i am quite keen to learn it and i like this kinda stuffs...hoping for a + reply ... adios amigo
hells angel
26-09-2004, 12:02 PM
<P>hey Aazim.....saw ur work on the other forums too...thought i'd debut in here with ur thread!!</P>
<P>nuthin much to crit.....excellent work...love the overall look .....<IMG src="smileys/smiley20.gif" border="0"><IMG src="smileys/smiley32.gif" border="0"></P>
<p ="Msonormal">Hi Aazim,</p>
<><!--[if !supportEmptyParas]--> <!--[endif]--><o:p></o:p><br>
Gr8 work. what is the level designer you are
using? Means block method or hollow cut method like UT level designer?.</>
<p ="Msonormal"><!--[if !supportEmptyParas]--> <o:p></o:p></p>
<p ="Msonormal">The blue cast on the floor is so interesting. Is it created
through fake texturing method or game engine power to simulate that in real
time?</p>
<p ="Msonormal"><!--[if !supportEmptyParas]--> <o:p></o:p></p>
<span style="font-size: 12pt; font-family: "Times New Roman";">Can u tell me about that electric wires ? texture
method or static mesh? Again nice work. Keep it up</span><span style="font-size: 12pt; font-family: "Times New Roman";">.</span>
Aazim Khan
27-09-2004, 12:27 AM
hey guys thanks for the replies.<br>
<br>
abhi: here is another angle render...<br>
nipiv: this is not for a game, this is part of a test for a gaming studio in canada.<br>
the concept is provided by the studio and I modeled.<br>
<br>
Me i dont know lot of technical stuff about game models, but i know its
lowpoly, with todays supported texture size. there are 4 maps in total
(2color and 2bump)<br>
softare used : Softimage|xsi, renderer: Mental Ray.<br>
<br>
hell angel: thanks. :)<br>
<br>
punk: i have no idea about level designers, i have used
softimage|xsi to model . the blue laser effect was added after render
in photoshop :), but the blue cast on floor is a specular
highlight casted from a blue light placed in that position.<br>
<br>
the electric wires are also modeled the normal way <img src="smileys/smiley1.gif" border="0">, curve extusions over another curve to get a nurbs surface - covnerted to poly, then textured + bump maped.<br>
<br>
There is no GI, Finalgathering or HDRI used. I have used 5-6 omni
or point lights with fall off settings and soft shadows to get the
looks.<br>
<br>
<img src="http://www.aazim.odhn.com/web_images/environment/full_images/nl_env.jpg" border="0"><br>
<br>
<br>
<br>
and here is a SHADED VERSION<br>
<br>
<img src="http://www.aazim.odhn.com/temp/shaded3.jpg" border="0"><br>
<br>
<br>
Thanks all.<br>
<br>
satan
27-09-2004, 02:44 PM
<P>Aazim: Nice talking to you after so many days. Lets come to the point. More normal maps/bump maps should be used. And more polygons should be reduced. Since u r already using bump/normal maps, y not use that more to make the stuff complex and reduce the polys a bit. Realtime engines won't count how much time u spent on Photoshoping bumps/normals, it would rather count the polys. :)</P>
<P>Plz dont take it as an offense just gave u my idea what I thought about it. Now its ur job to either turn the wheel or not. But ur render really looks awesome. It generally shows how u can simulate interesting locations with simple lights and low polygons. Keep up the good work man. <IMG src="smileys/smiley32.gif" border="0"></P>
Crunk
29-09-2004, 02:36 AM
you still need to reduce poly count .. cause the overall scene still is heavy for live rendering.. of a game engine.
Aazim Khan
29-09-2004, 05:26 AM
<img src="smileys/smiley9.gif" border="0"> i am not suer about the
td.studios, Gautam, a friend of mine has already succuesfully
managed to open this scene real-time with textures, I have asked him to
post some images of the real-time scene....<br>
<br>
Todays, poly limits are higher - but yeah I can still squeeze out a few polys easily and reduce - ure right there.<br>
<br>
<br>
satan
29-09-2004, 06:58 AM
<P>What? Gautam did? U guys didn't show me or even tell me which is extremely unfair.<IMG src="smileys/smiley19.gif" border="0"></P>
<P>BTW just wanted to let u know that Gautam once upon a time made that XSI loader just for you. <IMG src="smileys/smiley1.gif" border="0"></P>
<P>Ya I know that today's polycounts are higher. But they aren't when u r using normal/bump maps. This extra map makes the scene quite heavy. So either u have to sacrifice the higher polycount or the normal/bump maps. Gautam used it realtime which isn't an unfamiliar thing (as per Gautam is concerned, he never failed me 2) but just think that if u r going to keep the same amount of level of detail for a complete level how heavy the scene could be?<BR>Hope u get it man.</P>
satan
29-09-2004, 08:59 AM
<P>BTW what method do u use to make those normal maps? I'm eager to learn if the technique u r using is unfamiliar to me. <IMG src="smileys/smiley1.gif" border="0"></P>
Crunk
29-09-2004, 12:11 PM
i agree aazim todays cards can hadle more polys and stuff.. but still your scene isnt the only thing that will be displayed during the game.. there is various other elements and buferring levels in process.. that you should try an keep the poly count and low as possible..
Aazim Khan
29-09-2004, 12:13 PM
hi guys, <br>
<br>
yup u are right - I can defiently pull down the poly levels on
this. But for the test since i did not have a exact limit, I went a
little overlimit <img src="smileys/smiley9.gif" border="0"><br>
<br>
Satan: There is no Normal Maps, only Color and Bump.<br>
<br>
<br>
satan
30-09-2004, 01:43 AM
<P>@ Aazim:</P>
<P>Try using normal maps. They are more advantagous than bump maps.<BR>If u dont know how, download the following file. It might give u some clue as of how to do it.</P>
<P><A href="http://www.fileplanet.com/files/120000/129654.shtml" target="_blank">http://www.fileplanet.com/files/120000/129654.shtml</A></P>
<P>Regards<BR>Satan.</P>
<P>Hey everything is all right but always low-poly model is not the only concept. If u use a poly-model means static mesh u have to write individual collision script for that means it increases the production budget and time. And collision is necessary to create bullet hole effect or for other things?</P>
<P>So what is the normal practice?for game environment or level designing basic practice is that use default box (6 sided) to create default convex collision of a game engine with block map. For an arch shape we can use more than one box to bypass unnecessary coding. This is the normal block level designing method for game environment. Always compiled .map files are render quickly than static mesh.</P>
<P>For electric wire we can follow this method:<BR></P>
<P align=center><IMG src="http://m.domaindlx.com/susanta/block.gif" align=middle border=1 border="0"></P>
<P><BR>But Aazim u told that it?s only for concept art?so there is no limitations?explore creativity in your own way. <IMG src="smileys/smiley1.gif" border="0"><BR></P>
Aazim Khan
30-09-2004, 03:57 AM
thanks punk, some really nice technical information about game dev.<br>
<br>
<img src="smileys/smiley1.gif" border="0"> <br>
pritishd
30-09-2004, 09:29 AM
<P>Hey Azim,</P>
<P>Saw your set and the set that you are trying to go for. I think they are a lot of mistakes in the set and you are missing out a lot of details.</P>
<P>1)The cylindering thing above the sphere is too broad. It should be narrower radius wise. Also it's too low to the ground</P>
<P>2)The proportions of the room along the sphere thingy is wrong too.</P>
<P>2)The panels in the left bottom corner is too narrow.</P>
<P>3)The panel coming out of the wall in the top right corner is completely wrong eg there should be two wires instead of one.</P>
<P>4)I don't think you are supposed to use final gathering for a game set. They will expect you to use normal 3 point lighting</P>
<P>I think that you should review the image which they have provided and the image that you have and compare them side side. I hope you are sending it to Next Level gaming.</P>
<P>Also I believe you were supposed to use only 3 texture map and not 2.</P>
<P>I don't mean to put you down or something, but if it's obvious to me than it will be pretty obvious to the guy who is reviwewing your image</P>
<P>Take care</P>
<P>Pritish</P><edited><editID>pritishd</editID><editDate>38259.9585416667</editDate></edited>
Aazim Khan
30-09-2004, 12:16 PM
thanks for the observations pritish.<br>
I guess everyone has a differnt way of viewing it.<br>
<br>
I am sure my set looks quite differnt in terms of proportions.<br>
<br>
Lighting: NO I did <span style="font-style: italic;">not </span>use Final Gathering or GI, more over I personally Dont like those.<br>
<br>
I have done the lighting myself - using 6-7 pointlights, with differnt fall off settings, placed accordingly to get the mood,.<br>
<br>
Textures: I have 4 textures in all ( 2 color and 2 bump)<br>
<br>
cheers<img src="smileys/smiley9.gif" border="0"><br>
<br>
steelshark
18-10-2004, 02:11 PM
it is really a nice job ... <IMG src="smileys/smiley32.gif" border="0"> it must be a console game...
the dOktoR
18-10-2004, 02:54 PM
<P>4)I don't think you are supposed to use final gathering for a game set. They will expect you to use normal 3 point lighting</P>
<P></P>
<P><FONT size=2>well the point that im trying to make is that nowdays you can eventully use anything that your software allows you to do.. its a quite simple process, Rendermaps or baking texture has changed signaficantly you can use radiosity, GI, and yess Final gather and bake the effect on tour object thus. >save it and export it... there!! you have now got your model and enviornment in your game look like as if it were a normal render.. <IMG src="smileys/smiley4.gif" border="0"> NO sweat..</FONT></P>
harshdesign
19-10-2004, 12:33 AM
<P>Hey Azim,</P>
<P>Saw your set and the set that you are trying to go for. I think they are a lot of mistakes in the set and you are missing out a lot of details.</P>
<P>1)The cylindering thing above the sphere is too broad. It should be narrower radius wise. Also it's too low to the ground</P>
<P>2)The proportions of the room along the sphere thingy is wrong too.</P>
<P>2)The panels in the left bottom corner is too narrow.</P>
<P>3)The panel coming out of the wall in the top right corner is completely wrong eg there should be two wires instead of one.</P>
<P>4)I don't think you are supposed to use final gathering for a game set. They will expect you to use normal 3 point lighting</P>
<P>I think that you should review the image which they have provided and the image that you have and compare them side side. I hope you are sending it to Next Level gaming.</P>
<P>Also I believe you were supposed to use only 3 texture map and not 2.</P>
<P>I don't mean to put you down or something, but if it's obvious to me than it will be pretty obvious to the guy who is reviwewing your image</P>
<P>Take care</P>
<P>Pritish</P>
<P> </P>
<P> </P>
<P>well its very SAD to say pritish that you commented totally wrong here...how can you deject someone's artistic abilities. Art comes from heart and not mind or some already set rule, so how can you comment like that??</P>
<P>1."The cylindering thing above the sphere is too broad." ?? I dont see any problem in that ...infact its in proportion to the base cylinder. Its excatly to the size of base's cylinder.</P>
<P>2. What is the problem in the proportions of the room...can you please elaborate that more cus i don't see any problem in that.</P>
<P>3. Have you seen those panels before?? So how can you say the panels are too narrow??</P>
<P>4.You didn't even get to know that did he used final gathering or normal lighting and you commented on that too even when he already said he didn't used any final gathering...and you say about using normal 3 point light setup...its generally used for lighting a character and not environment. </P>
<P> </P>
<P>I personally consider this as Aazim's one of the best gaming work and that it replicates very close to the supplied concept art.</P>
<P>I didn't wanted to offend you but i guess rather than discouraging, put some healthy comments on how to enhance it more or "this will look good". I hope you understand what i'm trying to say here and put such critics which sets inspirations for others.</P>
<P>Cheers...<IMG src="smileys/smiley2.gif" border="0"></P>
<P>Harsh.</P><edited><editID>harshdesign</editID><editDate>38278.6566319444</editDate></edited>
satan
20-10-2004, 12:14 AM
<P>I agree with u Harsh. Its just an expression of the artist. All that matters is if the scene looks good to the eye and if the player would be able to move in those spaces or not.</P>
<P>@ Prirish:<BR>U commented about the proportions. Let me get somthin clear. There's a vast difference between "proportion" and "scale". Proportion is the scale of a part of an object with the scale of the other parts of itself. But I find that room perfectly OK to itself and the sphere thingy too.<BR>Sorry if I offended u. But u sure can see that I have a point.</P>
abhinav3d
28-02-2005, 10:58 PM
<P>Hey dude/bro/nutcase/physco,</P>
<P>looks good.</P>
<P>But don't apply to any fg or hrdi to it if u planning to apply to a game comp.</P>
<P>Also tex size is 512*512 max if u applying 4 pc games...for xbox and ps..it goes DOWN......</P>
<P>use a simple light to show off ur modeling work... u r not applying for an interior design job...but a gaming job.</P>
<P>And the most important thing..have some bikini clad chix dancing in it.. u will get the job....j/k</P>
<P>Laters,</P>
<P>Abhi</P>
<P> </P>
<P> </P>
<P> </P>
<P> </P>
Aazim Khan
28-02-2005, 11:16 PM
<P>hello all,</P>
<P>this is the 3rd time in the same post, i'd like to clear out<BR>" I did not use GI, FG or HDRI"<BR><BR>I lit the scene myself using point/omni lights, with soft shadows.</P>
<P>thanks for the replies.</P>
<P> </P>
<P>cheers.</P>
<P> </P>
vishalanand
17-12-2007, 09:37 AM
image sounds good.
but need some shadows to sho the depth in images, may be very little. only ref`s can be seems..
can i get the file..
vishalanand.prime focusltd(lighting,comp)
hello all,
I tot i'll start by posting something new, other than my regular car work, whihc i will post later :P
This is a test for a gaming studioio in Vancouver, this concept art is
by the studio, and the test is to model the concept to 3D.
If you like to see the orignal concept by the studio, please goto this link
http://www.nlgames.com/Art_Test/<br>
Hope you like it.
mayasathish
17-12-2007, 04:02 PM
hello brother u must improve
vapinochirag
12-01-2008, 08:47 AM
nice work there azim... :clap:
vBulletin® v3.7.3, Copyright ©2000-2008, Jelsoft Enterprises Ltd.