Saturday 28 February 2009

Update

Interior complete, need some minor adjustments .. Outside environment started + L.O.D

Progress reports coming soon!

Sunday 22 February 2009

update

















UPDATE


Nothing but texture & lighting , no other layers no Photoshop editing .
Update and progress report to come later when I have the time to spare .

Further changes to the layout will be made.

Wednesday 11 February 2009

I think its about time I discus my inspiration for this in a little bit more detail. I’m very influenced by the half life/swat games as the interior design work is so perfect for this type of environmental design, it’s pretty much uncanny ( http://br.geocities.com/darlan_sk8/swat4-b3.jpg ) . My aim is to try and capture a fairly dingy garage area of some sort, that has signs of people living within it (food on floor , *interactive* objects being on/used etc )Also having some knowledge of security, despite looking run down . Similar to an escape house , except this *house* caters for other things as well(similar to an escape house in blade for example) now, it’s a little bit of a cliché design , I think most other people are going for something similar . I was originally going to make something in middle of the desert, inside a tent and then changed my mind to a futuristic star wars / unreal looking type environment but I thought I would play it safe for this and create an environment based in a semi futuristic time but I don’t plan on making it that obvious, more of a subliminal hint.


Further information about inspirations , texture maps , layers & renders & other info to come later
This is NOT an update of the last version.I'm just showing the textured canisters by the table


More objects in the room still to come + diff camera angles of course !
This is really nothing special aka it isn’t finished *Doh?* it’s just a quick composition of my shot just after I got my occlusion working which I have applied along side an actual normal textured render.. ( you know what I mean? , I don’t want to get to technical for those who don’t understand ) lighting needs to go up . Etc etc
No need to make any crits on this lol

Overall, I’m glad I fixed the problems . Who wouldn’t?


extra stuff yet to be added to the room + of course different camera angles but not yet !

UPDATE

Right well , this week has been eventful !


I’ve spent most of my time researching into layers /rendering /and fixing bugs that come up
And this has REALLY upgraded my skills Dramatically.
I’ve have just spent the last 2 days trying to find out why one of my layers wasn’t rendering out an occlusion and after some serious in-depth option changes within mental ray & the camera as well as the occlusion itself I fixed it, though its not perfect ! But hek it shows now , where as before it only showed on one other layer .
Finding random forums of people having similar problems helped me so much for this ! . Thank you so much people who whom I don’t know !

Monday 9 February 2009

Example

Texture applied to AK74 & Shotgun model about a week ago. Nothing else added , this is pure texture . Cant wait to see the final out come of the whole room will be like with all layers applied.






Saturday 7 February 2009

Source engine

Valve's Source engine ..
well, what can i say .. it's amazing to be honest .
and its perfect for game environments ..
so hek , I’ve taking as much influence as I can from this engine and applied it into my own work

epic!


" Source combines leading-edge character animation, advanced AI, real-world physics, shader-based rendering, and a highly extensible development environment to produce some of the most popular computer and console games. These games deliver the most intense, visually-stunning gameplay experiences on modern hardware, while scaling smoothly on older systems, enabling developers to reach a diverse range of gamers.

Source technology powers some of the most critically-acclaimed PC and console games, including:
(1) Half Life 2 + Episodes One and Two (2) Portal (3) Team Fortress 2 (4) Counter-Strike: Source.
Thanks to Source’s comprehensive, road-tested collection of tools—the same used to create Team Fortress 2, Portal and the Half-Life 2 series—your team’s time and effort can be spent building creative gameplay and unique content rather than fundamental systems such as rendering technology or network code or collision detection.

At its core, Source is designed with a modular, component-based architecture that enables the seamless integration of new features and technologies. Since its 2004 debut to third-party developers, Source licensees have benefited from the very latest tools for level design, modeling and character animation, online play and communications, console development, and more—all available at no extra cost or additional licensing fees.

Source’s updated animation system brings expressive characters to life with an unlimited palette of facial expressions that allow them to convey a message without having to say a word. These characters possess the industry’s most advanced artificial intelligence, making them extremely capable allies and foes.

Characters populate beautifully rendered and physically simulated worlds that, thanks to Source’s integrated and versatile physics system, immerse players in realistic and responsive environments. This allows developers to break from authoring the pre-scripted events featured in previous generations of games, and opens the door for the creation of completely new styles of play.

Source’s multiplayer platform supports some of the world’s most played online games—including Counter-Strike and Team Fortress 2—and one of the largest online gaming cultures in the world. Robust networking and multiplayer features include support up to 32-player LAN and Internet games, an integrated server browser, and voice and text messaging. "

taken from

http://source.valvesoftware.com/

Thursday 5 February 2009

nothing serious here , just a simple old lil test .

nice lil mood setting no?

AK74

This was a fun lil model to make . The Assault rifle will defiantly add some character/story! To the environment.

a little laugh

excuse the names of my files haha!


i misspelled environment...

the end ...
My rubbish little chair . haha!

On a serious note, this is a low poly count chair that fits perfectly for the *GAME* environment.







reffs

I was searching around the web looking for reference pictures / models for me to work from and I came across some sites that let you purchase models for money . Of course that gave me a great idea to look at peoples existing models in full detail as it listed poly counts , showed the wireframe of the model etc so it would make BRILLIANT reference material .
Apart from seeing roughly how these people went around to constructing these models, it turned out to be pretty useless to me. Most of the models had an absolute obscene poly count !!! And provided no help to me as they had gone OTT (over the top) on them and had more polys than needed, though it did provide me with some understanding of construction.







Either way, these are amazingly built .

Models set up example

Close up

























Collection of models placed into the environment

Models inside objects

Here are some of the objects that have been placed within the environment already on a different layer




;)

Model building Update .

Model building Update .
INSIDE ENVIROMENT;
The general layout of my environment. Chances are I will add some extra features to the building later on but at the moment it works very effectively . The design of the environment is very simple, keeping this environment as simplistic but making it effectively *pleasing* to the eyes is CRUCIAL .













As you can see I have a character size reference model located within the environment to give me and *you* an idea of objects size

Sunday 1 February 2009

This LOD caught my eye . Its basically going to help me make my level of detail . As I plan to have a similar set up to this minus the flying hmmwv. More info on this when I start it.



Even though I haven’t yet started what my LOD (level of detail) will look like (aka the outside area of my environment) I have a rough idea how I want construct it . Here are some pictures showing LOD in action hoorah!.



































note: i did not take these pictures. THESE ARE REFS THAT I WILL EXPLAIN LATER ON






collect pic/refs

I will go into more detail about these pics later . At the moment I’m very much hard at work making the bloody thing haha!
I will bring forward ;
problems i have encountered
how I solved them
possible issues
major inspirational themes
progress reports
and so on ..