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Re: Level Design: Sewer
[Re: lostclimate]
#145564
08/03/07 22:41
08/03/07 22:41
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Joined: Aug 2005
Posts: 390 Florida
oldschoolj
Senior Member
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Senior Member
Joined: Aug 2005
Posts: 390
Florida
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I work in maya daily, its definately a view panel from maya, and then the render is also maya. You can achieve the warmth he has in his textures directly in MED, but it takes hours of tweaking. As far as the lighting is concerned it would take ALOT of programming, from what I've read on DirectX it's probably not even feasable for your average user.
But, like I said, the quality of his work is good. All he has to do is make sure that he exports his model as an OBJ, and if he has less than 60k faces, he should be able to make it work and look nearly as good in A7, I do it all the time for my levels.
As far as the texturing of the model is concerned, it's not even an issue and doesnt matter how you slice it, you have to export it this way and it will work fine:
Take all of your materials, select the object, and bake a texture no greater than 2048x2048 (i usually use 1024). Doing that will allow you to achieve nearly the same look you see there. I don't see anything in the way of shaders going on, just some nicely detailed textures.
Last edited by oldschoolj; 08/03/07 22:44.
you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe.
__________________________________
yours truly
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Re: Level Design: Sewer
[Re: xXxGuitar511]
#145565
08/03/07 23:08
08/03/07 23:08
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
Expert
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Expert
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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i did a sewer for my project, it doesnt look anywhere as good as that,lol. what a great sewer, i see the rats and the dirty water flowing when i look at your level.
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
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Re: Level Design: Sewer
[Re: Blink]
#145566
08/03/07 23:47
08/03/07 23:47
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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some say too dark, some say just right. i reckon it depends on the conditions within which you are looking at the screenshots. my laptop screen's on full brightness settings, but it's a sunny day today and i have the balcony in front of me so it was almost impossible to see anything without repositioning myself. it also depends on the colour scheme of the forum. the default is quite dark anyway, but i use a much lighter colour scheme which contrasts with the images and makes them extra hard to see. it does look very good though. i'd do something more with the ceiling -- perhaps have the hole seen below continue through the ceiling and have some back-lit grates and stuff at the top. or not julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: Level Design: Sewer
[Re: molotov]
#145569
08/04/07 14:02
08/04/07 14:02
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Joined: Feb 2006
Posts: 2,185
mpdeveloper_B
Expert
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Expert
Joined: Feb 2006
Posts: 2,185
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i don't think it needs normal mapping, dennis, it's a great design and i think it's good the way it is
- aka Manslayer101
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Re: Level Design: Sewer
[Re: mpdeveloper_B]
#145570
08/04/07 18:28
08/04/07 18:28
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Joined: Jan 2004
Posts: 3,023 The Netherlands
Helghast
OP
Expert
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OP
Expert
Joined: Jan 2004
Posts: 3,023
The Netherlands
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WOW! i would have never guessed so many people tp reply :O but yeah, i should've told you guys, it's a maya render (using DOF indeed). total is around 9000 faces (including the ladders pipes and everything). all my textures are either 512x512 or 1024x1024 (except for the rusty ones from the pipes which are 512x256). I didnt have time to convert it to 3dgs yet though, thanks for the tip on that one (oldskoolj). also, a normal map wouldnt be too much of a problem to add, but i kept in mind that it had to be nice looking and be bale to run at a decent FPS on older systems if i ever exported it... Btw, this is not for any project at all, i simply made it as a test on how maya works and to try out my own texture skills (I made all the textures myself 100% using my camera and whatever texture i could find around here... the pipes are a funny story, i actually hadda climb UNDER my house to get them, lol) i guess in the end it was worth it, and if anyone here needs a level designer, i could give it a shot (keep in mind, i use maya ). now, about my texture pack question, anyone interested (free texture pack that is)? regards,
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Re: Level Design: Sewer
[Re: Helghast]
#145571
08/04/07 18:52
08/04/07 18:52
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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the answer is simple for that... everyone likes free stuff.... dumb question, but thanks for the offer please do.
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Re: Level Design: Sewer
[Re: Helghast]
#145572
08/04/07 21:05
08/04/07 21:05
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Joined: Aug 2005
Posts: 390 Florida
oldschoolj
Senior Member
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Senior Member
Joined: Aug 2005
Posts: 390
Florida
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yw bud, just remember to select your material and then the model, and goto the hypershader menue, and say create texture, then set the settings to 512x512 or whatever. When you get it over to med (import as obj.) before applying your textures to the skins, make sure you flip them inside a paint program (vertically). A good baseline to start at for the material settings is Diffuse: 255 Ambient: 0 Specular, Emmisive both 60-75. that will start you off closer to the maya render then the defaults.
you can find me with my face in the keyboard, unshaven, listening to some nameless techno tragedy, and hashing through code over a cold cup a stale joe.
__________________________________
yours truly
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