View Full Version : Game Environment Modeling.
abhinav3d
10-02-2005, 04:34 AM
<P> Hello All,</P>
<P>I have been a guest to this forum quite a few times and have decided to join it.It's a great place for ppl with same interests and I hope this site goes a long way.</P>
<P>Here is some of my old work. Hope you like it.</P>
<P>Cheers,</P>
<P>~Abhi</P>
<P><IMG src="http://student.vfs.com/~abhinavc/wolfernzberg/3dsetwd5.jpg" border="0"></P>
<P><IMG src="http://student.vfs.com/~abhinavc/wolfernzberg/3dsetwd1.jpg" border="0"></P>
harshdesign
10-02-2005, 12:04 PM
<P>Welcome abhi...i've always liked this environment of yours...perfect example of lowpoly modeling anf gr8 texturing.</P>
<P>As far as critic goes...i would only like to comment on water...doesn't looks realistic. Rest all is amazing.</P>
<P>So how's life there in Montreal and its been a long time we talked....i still remember last time we met...you were pretty excited about going there.</P>
<P>Cheers<IMG src="smileys/smiley1.gif" border="0"></P>
andy_maxman
10-02-2005, 01:02 PM
oh! man......you really made me feel nostalgic.....<br>
ah!! those days of playing MOHAA in a studio i worked for earlier......boy did that place turn into a warzone after 6pm.......<br>
<br>
your work reminds me of one of the maps from that game and boy do i
miss sniping others....the echo of that bullet leaving the barrel is
still ringing in my head.....<br>
<br>
and about your work....<br>
it's got an awesome amount of feel to it....i like the old rusted feel....<br>
keepUp!!<br>
;-)andy<br>
prithvi
10-02-2005, 03:59 PM
<P>Seen this on SU earlier<BR><BR>Very nice texturing and low poly modelling<BR>What's the poly count for this one, btw?<BR><BR>The water would look better with a darker, neutral shade.<BR>(right now, the water looks cleaner compared to the terrestrial surroundings)<BR><BR>give it the color of slime that u see in games.</P>
abhinav3d
10-02-2005, 09:55 PM
<P>Thanks a lot Andy, Harshdesign and prithvi for your responses.</P>
<P>I did play a lot of MOHAA and man it rocks...Have you played Return to Castle Wolfenstein...That rocks tooo..</P>
<P>This stuff is almost 10 months old. I have some new stuff and will be posting it soon. </P>
<P>Hey Harsh,</P>
<P>Where r u rite now..How is ur course going on? Do let me know...</P>
harshdesign
12-02-2005, 01:41 AM
<P>i'm doing good bro...check ur personal message...<IMG src="smileys/smiley1.gif" border="0"></P>
<P>btw what's ur mail ID??</P>
<P>mine is <A href="mailto:harshdesign@gmail.com" target="_blank">harshdesign@gmail.com</A></P>
rawskull
15-02-2005, 04:51 PM
Reminds me of " CALL OF DUTY "
satan
24-02-2005, 08:49 AM
<P>Very nice. It seems like you started as being RTCW your aim, but you ended up making a Painkiller-prototype.<IMG src="smileys/smiley36.gif" border="0"> IMO this actually looks better than RTCW.</P>
<P>Though I have to tell you that some theories lack which could've resulted visually better looks. But I'm not gonna say more abt that unless you are curious about it.</P>
<P>Anyways great texturing work too.<IMG src="smileys/smiley32.gif" border="0"></P>
abhinav3d
27-02-2005, 03:22 AM
<P>Thanks a lot for your replies.</P>
<P>Hi Satan, </P>
<P>I am done with this piece but I am really interested in what you have to say..So please go ahead..</P>
<P>Thanks again,</P>
<P>Abhi</P>
satan
28-02-2005, 10:48 AM
<P>OK thanx. :)<BR><EM><U><strong>NOTE:-</strong> This is my personal feeling and plz ignore it if you dont think its worth it.</U> No need to fight back .... LOL</EM> <IMG src="smileys/smiley17.gif" border="0"></P>
<P>1. U tend to tile the texture via mirroring. It does tile up very quickly, nicely and evenly. But IMO its really bad for game textures. The main reason is that suppose you have a vertical wall texture and the light seems to be lit from slightly upward direction in the texture. Now just the parts below will look like its lit from downwards. There are plenty of tuts in the net abt tiling textures. Its really easy to do that once u get the hold of it.</P>
<P>2. Try avoiding the sudden blob of darkness or lightness on the texture. See the roof of that building here.<BR><A href="http://img113.exs.cx/img113/1711/correction018jw.jpg" target="_blank">http://img113.exs.cx/img113/1711/correction018jw.jpg</A><BR>Though that thing really depends on the technology u r workin on. Instead it used to be a plus point when there was tomb raider 3 or 4 where the renderer was as simple as having a self-illuminated texture; but its really out-of-date right now. Check this article out.<BR><A href="http://www.gamasutra.com/features/20010523/hajba_01.htm" target="_blank">http://www.gamasutra.com/features/20010523/hajba_01.htm</A><BR>Its written by "Peter Hajba"(pronounced "Haiba") AKA "Skaven", the lead texture artist of "Remedy Entertainment" of the Max Payne & Max Payne2 fame. U'll completely understand the matter and the solution from that article.<BR><EM>BTW that guy is my idol</EM>.<IMG src="smileys/smiley1.gif" border="0"></P>
<P>3. Check this image out.<BR><A href="http://img227.exs.cx/img227/4598/correction022xx.gif" target="_blank">http://img227.exs.cx/img227/4598/correction022xx.gif</A><BR>When u r only seeing the top parts, the texture seems to be satisfactory. But the moment u r looking at only the bottom part its looking low res. It picks the eye more when u r seeing them together in a single scene. Once Skaven told some of us guys in the Max Payne forum that game trick has a lot to do with the human nature and behaviours. He said that while in-game, ppl has a tendency to concentrate first on the ground, then on the walls or vertical structures, and then they hardly see the ceiling or down-facing surfaces. Is there any texture slapped on a ceiling of a level of a game u remember? I'm sure u forgot. Thats coz u hardly saw it. Anyways so as I was saying, since game art is also about tricks n stuff, we should trick also considering what ppl will think abt that. Therefore there should be a ratio of 4:3:2 in the texture resolution used for floor:walls:ceiling. And this does work like magic. ;)</P>
<P>4. Smoothing group problem.<BR><A href="http://img231.exs.cx/img231/8972/correction035lp.jpg" target="_blank">http://img231.exs.cx/img231/8972/correction035lp.jpg</A></P>
<P>5. You just cant compromise a bit of polygon on stuff like these.<BR><A href="http://img231.exs.cx/img231/5681/correction045zu.jpg" target="_blank">http://img231.exs.cx/img231/5681/correction045zu.jpg</A><BR>At least 8 sides/quads. Also fix the smoothing groups. It would've been OK for a drain pipe running from the rooftop to the ground outside a house. But with a geometry that big the polycount has to be more.</P>
<P>OMG ......... thats it. I'm happy I finished it :). I cant comment a little on ur modeling and sense of art as they r really nice. Keep up the good work buddy. <IMG src="smileys/smiley32.gif" border="0"></P>
abhinav3d
28-02-2005, 10:26 PM
<P><SPAN lang=EN-CA style="FONT-SIZE: 8.5pt; COLOR: black; FONT-FAMILY: Verdana; mso-ansi-: EN-CA">Hi Satan,<?:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" /><o:p></o:p></SPAN></P>
<P><SPAN lang=EN-CA style="FONT-SIZE: 8.5pt; COLOR: black; FONT-FAMILY: Verdana; mso-ansi-: EN-CA">Thanks a lot for the info...It rocks...It was very enlightening and pretty neat. <o:p></o:p></SPAN></P>
<P><SPAN lang=EN-CA style="FONT-SIZE: 8.5pt; COLOR: black; FONT-FAMILY: Verdana; mso-ansi-: EN-CA">I had done this stuff like 10 months back, but now since I am in the gaming industry I have learnt a lot more. I had no experience in gaming and all the stuff was made on my own ideas and technique. But I wish I could have done a bit more research on technique side along with the concept side. Also I think it was a big mistake not to use a single tiling texture in the entire scene. :(</SPAN></P>
<P><SPAN lang=EN-CA style="FONT-SIZE: 8.5pt; COLOR: black; FONT-FAMILY: Verdana; mso-ansi-: EN-CA">Anyways, I really appreciate your feedback.</SPAN></P>
<P><SPAN lang=EN-CA style="FONT-SIZE: 8.5pt; COLOR: black; FONT-FAMILY: Verdana; mso-ansi-: EN-CA">I am quite impressed by your knowledge and wouldn't be surprised if you would be going places.</SPAN></P>
<P><SPAN lang=EN-CA style="FONT-SIZE: 8.5pt; COLOR: black; FONT-FAMILY: Verdana; mso-ansi-: EN-CA">May I ask you a question...How come you are so informed about the gaming industry....</SPAN></P>
<P><SPAN style="FONT-SIZE: 8.5pt; COLOR: black; FONT-FAMILY: Verdana">Thanks again,<o:p></o:p></SPAN></P>
<P><SPAN style="FONT-SIZE: 8.5pt; COLOR: black; FONT-FAMILY: Verdana">Cheers,<o:p></o:p></SPAN></P>
<P><SPAN style="FONT-SIZE: 8.5pt; COLOR: black; FONT-FAMILY: Verdana">Abhi<o:p></o:p></SPAN></P>
<P> </P>
satan
01-03-2005, 12:31 AM
<P>Thx to u that u didnt jump off saying "WTF u sayin man?" ......... LOL.</P>
<P>Anyways ..... I know so much of the industry coz I'm still s**ting in Kolkata. Wait ..... thats a joke alright. But its really true that I'm still in Kolkata. I'm currently undergoing a course on simple multimedia. All the knowledge I have about the underlying techs used in games is coz I've been an active member in the Max Payne modding forums for like 3 years now. It was then when few people in this country knew what IS exactly an online forum. Anyways so I also did a few modding or two for Q3 and RTCW and currently planning to start a new Doom3 project within the next month .... mainly coz its having state-of-the-art techniques. The art making technique used in HL2 isn't really AS UPDATED as D3.</P>
<P>I guess thats lots of self-pimpage & I should immediately stop this BS.<IMG src="smileys/smiley36.gif" border="0"><BR>Looking forward to what you come up with in the future. I dont really get too much impressed by high poly stuff. Hope u gonna do some low poly. :)<BR>C ya. TC.</P>
vBulletin® v3.7.3, Copyright ©2000-2008, Jelsoft Enterprises Ltd.