LevelEd's Work - All Comments Welcome

Started by
51 comments, last by LevelEd 17 years, 3 months ago
Just been busy each day designing some fantasy models, i dont realy know why i just got into the notion of the idea. I have started to model a few environmental elements. Mostly ready for ingame. If i put them ingame is another topic but at the moment heres my WIP journal. I suppose its practice for my SEGA job. Ive been modelling none stop since ive been told :) All models are ingame built (meaning they have a good poly count for ingame use) Airships 1203 Ships, 2034 Hot airballon, 648 Dock is, 1329 Water settlement. Fantasy World Project Tower & Airship Fantasy World Project Sky Harbour - WIP Fantasy World Project Land Port - WIP Fantasy World Project Fantasy World Project ---Progress--- Fantasy World Project Fantasy World Project [Edited by - LevelEd on December 29, 2006 6:25:15 PM]
Advertisement
Very nice, I like it. Can't wait to see it textured. [grin] Do you work professionally, or is this just a hobby?
Thanks JTippetts. Well i used to be a freelancer but ive just been offered a job with SEGA Racing Studios as an environment artist. So i guess im working professionally now. I have just been modelling these buildings just for practice. As i cant wait to get into SEGA's projects.
Pretty nice! Good use of polys, too.

I believe that "next-generation" games (targeting modern graphics cards, and Xbox360/PS3) actually can use a lot more polys that these that you've modeled, so depending on target, you could go in and spruce it up with more detail where necessary. (But don't put detail where it's not necessary -- that's just a waste of time)
enum Bool { True, False, FileNotFound };
Thanks hplus0603, Yeah im just used to low poly modelling as i used to sell off models to small game developers. Yeah SEGA said to get there models looking top and detailed they use cubemaps. Im not realy familar with this techique although i have heard of it. I was told to look well into Project gotham racing and other racing titles. Alot of there environments arnt realy that high poly.

Oviously the PGR artists have been spending some time on this (below) I only spent 5 hours as it was a speed modelling challange to show SEGA how fast i can work to some extent.

I looked at PGRs Environment

Image Hosted by ImageShack.us

Heres mine (shown in the interview)

Image Hosted by ImageShack.us

Image Hosted by ImageShack.us
not bad work, what platform are you going to be working with? as for your models, they look good, but its hard to comment and critique them if you give us no wires frames to go on (nor do you say if that is polygons or tris). i'd also love to see some normal mapping on these too so you can really bringout the details (although this depends on the platform).
and hplus, you can actually get away with very few polys, most next-gen (well current gen now) models mainly make heavey use of shaders (hence nvidias major jump in shader processing with the 8800). not to steal away from your thread Leveled, but here is a model i'v worked on for a few hours that shows just how well shaders and normal mapping can mask low poly-ness.
i still have a lot of work to do but that well is only 354 polys (566 tris).
so i'd love to see your models leveled with normal mapping. any mention of what game you're going to be working on or can you not say because of nda? goodjob landing a job in the industry, i can't wait to get one myself one of these days.
p.s. are the sails simply planes render 2-sided or are they modled on both sides? i'd just like to know because they look quite good.

Clcik here for the well picture

edit: made image a link to be less intrusive to your thread.

[Edited by - Jarrod1937 on December 29, 2006 9:12:41 PM]
-------------------------Only a fool claims himself an expert
Hi Jarod thanks for your comment. I'll be working with Xbox 360 and Ps3 mainly and SEGA do have plans for the handhelds but nothings comfirmed. The stuff ive been told about SEGA rally will blow any driving game out the water, and there unanounced project they start when i join is full destructable environments. All sounds great. Yeah i mainly normal map although i would need to boost the poly count up as i dont think my models arnt high enough in polys to normal map form hi to low. Although i could be wrong. I'll give it a shot.

Also im dont know what project ill be working on with them, i got training for a few months to get to know there level editors ect. Yeah sails are just a box model but very thin so they render both sides.

I'll prob get texturing the dockside today, i usauly work to this sort of style, Model done for RTS/FPS Company remains to be unanounced at this present time. They have a good concept though kinda like a whole remake on the Full Spectrum Warrior with vehicle, air, ship and more advance troop reworkings. Although there maps are absoulty massive, so models need to be kept under the 2000 region. Each building ive done for them are arround 800-1200. This one is 1204 just over but uses no bump mapping/parralex mapping. There upgrading there engine soon from DX8 to DX9 and im sure they will get a release arround these forums showing the game off.

Image Hosted by ImageShack.us

Heres the wireframe of the dockside you requested.

Image Hosted by ImageShack.us

Image Hosted by ImageShack.us

[Edited by - LevelEd on December 30, 2006 7:09:18 AM]
oh yeah, atleast from what i can see in the wireframe of the dock you have plenty of polys to do normal mapping. you could really add a lot of detail to your air ships and sails that way. and have you tried reducing the sails polycount by just making them out of a single plane and having your engine and modeling app render 2-sided? baslically rendering 2-sided just forces both sides of a mesh to render without any regard to the normals on a mesh, its frequently used for foilage and such.
as for this " i dont think my models arnt high enough in polys to normal map form hi to low.", i would think just your average image generated normal map would suffice really, you don't need anything too special for your models.
-------------------------Only a fool claims himself an expert
Hey that's some nice work there. Good luck in your SEGA job. I was curious what tools you use for modeling/texturing and also how do you go about starting to model one of those environments? Do you create a top down floor plan sort of thing or some other technique? It's just I've started working on some level geometry myself and I wondered if you have any tips.
It's not a bug... it's a feature!
Hey dom, thanks for the comment.

I use 3ds max 8 & Photoshop

Um to be honest i dont use a level plan or anything these what you see are just from my imgaination. I understand that SEGA and many other industry companies will want me to model off a concept artwork. Some tips would be to keep your models original. Dont keep to the image in your head or the concept to much explore a bit. Add unique things into your models. It also depends on what sort of genre you are talking about for level design.

As i put into perspective that Fantasy type environments need to have some sort of difference to the real world or some sort of feel of magic.

With my city environment this was built to be most based off an urban environment, not to detailed but just the basics and the track.

Its also what you put in your environment which makes it effective. My dockside has two ships yes, but what makes it unique is there are airship docking ports and also a different style ballon. Fantasy is something like a dream world which is magical.

Other games like war games, environments are usauly torn apart. As you can see in my texture pieace houses are dark and dim, some boxes smashed.

Also you will find after modelling lighting of the environment realy add effect to your environment.

Thanks for advice aswell Jarrod. Ill get onto that. Normal mapping is something i need some work in but i have the basics down. Ill get onto it right away. Then ill get a Dx9 Render out.

[Edited by - LevelEd on December 30, 2006 12:55:43 PM]

This topic is closed to new replies.

Advertisement