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Chop Shops.

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Ah so I finally get a chance to create some new artwork! I had a nice discussion with my producer over at Strategy First today, and one of the items that came up was the idea of 'Chop shops' around the city so you could sell stolen cars/parts for money, etc.

Also I haven't really ever talked about the whole process I have to go through to create new content for the game...so I'll do that in this entry as well...I have screenshots from the whole 6 hour creation process of this building.

Here's the (90%) final product...

*****NOTE THE 'COCACOLA' signs will be gone later tonight, I don't plan on leaving them in-game. They were part of the reference images I took in downtown Raleigh.*******

The service station is about 90% complete, I still have to texture the area around the building, as well as add more stuff to the interior. I've already textured and created the objects I just have to place them into the building.

I really like the bloom effect in the screenshots, though if you think it's too much let me know. Here's a screenshot showing the contrast.

I'm suprised it looks this good without the use of HDR. (If anybody still thinks this looks overexposed....I'll have a 'Disable super sweet bloom effect because I suck' option in-game for you to use :-p I took it down about 30% from the screenshots I posted last entry.

Here's the process that I have to go through to create the buildings for the game...

Here are the raw images I used for this building, taken in downtown Raleigh years ago.

Step 1: size the building onto a blank grid of tiles, and started designing the back.

Step 2: Finish the fence around the back.

Step 3: Add roof.

Step 4: Use textured box to 'cut up' the texture to add geometric detail.

Step 5: You can see the details I added first, the gutter, signs, etc.

Step 6: I cut up the front of the building based on a side view of the textured guide cube.

Step 7: I textured the cut up wall, and put it into place on the building

At this point I also threw it in-game and started to fine-tune the scale of the building.

Step 8: Added glass and door groups to the building, in prep for the interior groups.

Step 9: Started to texture/create the interior 'shop' portion, and 'garage' portion. This is where I stopped, after this it's just creation of various assets that go into the building.

All buildings in the game use a 512x512 texture for the exterior, and a 256x256 texture for the interior, as well as a common glass texture shared between all building assets.

Comments are welcome. I hope somebody found this interesting :-)

- Dan
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I will survive!

You think youd be allowed to use those Coca Cola textures without facing litigation?

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Nope. I'm going to take them out tonight...I wanted to post a few pictures of the building with it's original signs intact. I'm sure whatever I edit it to won't look nearly as good. I'll edit it right now though, with a cursive font to say Roka-Rola.

- Dan

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Lol. Yes. I suppose that is how Scooby Doo would say it.

Here's a screenshot of the edited signs...as you can see it's clearly gay. *shakes fist at international trademark laws*

- Dan

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Oh man. You hit my interest right on the dot. I was curious to see the process of making a model and actually placing into a 3d gameworld. Thats pretty sweet.

Nice work

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Great work as always.

I keep seeing this strange right-down shadowing in your screen shots on darker objects. Probably caused by the bloom algorithm??

It looks very unusual to me, kind of like a 2D drop shadow.

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That building looks a little familiar. I went to NC State for grad school, so there's a chance i've seen that building in Raleigh. Very cool.

Handy little modeling tutorial (in Milkshape right?). I'd be interested in some more details on how you go about skinning your models (from making the textures to the actual texture mapping in milkshape). Texturing and skinning is a very tedious and sometimes frustrating process for me.

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noaktree, superpig - Yea...because I ping pong between two render targets thers a problem with the way D3D samples texels, I need to offset my texture coords. Ugh, I'll fix that later today. It's started to get on my nerves too.

Nit - skinning is rather simple when it comes to these types of objects. Here is then main exterior texture I used for the building...I was going to post it, but I figured nobody would care heh. It's a really basic texture created from the photographs. I had to remove some objects, adjust the coloring, skew the source images to make it square, pack the different items, etc.

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Yea, because I ping pong between two render targets thers a problem with the way d3d samples texels, I need to offset my texture coords. Ugh, I'll fix that later today. It's started to get on my nerves too.
I spent lots of time messing with that stuff lately.

In a rush now, but there were a couple of great threads in DirectX over the last few months about texel/pixel alignment and post-processing effects. A search might well dig them up [smile]


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I prefer the screenshots with this hdr level way more than the previous batch. It was too much now it's sweet.

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Pretty cool stuff. It's funny how great a simple building can look like when the engine and the surroundings are simply that nice. Good job, I think I can understand how hard it is to do both, code and art at such a high level.

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The bloom adds a really nice ambiance, well done! But how does it look like when it is dark? Do you decrease the bloom level? And what about having coca-cola to pay you when you leave their logos on your building? :)

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