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3 Dimensional Chat / My map thread

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Inverted
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Posted: 15th Jun 2007 20:36 Edited at: 15th Jun 2007 20:54
Hello everyone,
I have been playin some games and watching some videos on the making of levels exteriors/interiors of video games. This is what really brought me to think i could model. I really want to become a good level modeler because i am thinking of pursuing a career in game design. Anyways, iv started on a sci-fi fps level. this is what it looks like so far: 256 polies so far.



Update: Added a bit more and some boxes


More on the way when i make more progress,
-Inverted


Lawl
Deagle
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Posted: 15th Jun 2007 21:07
Quote: "watching some videos on the making of levels exteriors/interiors of video games."

What videos? Could you possibly give us some links?

Deagle aka D-Eagle
SimSmall
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Posted: 15th Jun 2007 21:45 Edited at: 15th Jun 2007 21:46
I like it, the what sort of map is it? (as in multiplayer DM or a single player map)

With the first image, is that 256 triangles, or 256 quads? It looks more than 256 tris, but less than 256 quads, so I'm not sure.
Inverted
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Posted: 15th Jun 2007 22:02 Edited at: 15th Jun 2007 22:04
@ Deagle: what i meen is like small videos about the making of games. And alot of those talk about level design thats what really got me thinking about level design. So just go to youtube or w/e and look for "the making of _insert game here_" and some of um talk about level design.

@Simsmall: Thanks, im glad you like it. Its meant for multiplayer for a sci-fi team map, kinda like halo's team slayer. If it were put in a game it would be meant for 4x4 or 8x8 team battles (im not done yet so itll get much bigger). As for the poly count: i added more onto the level before i remembered to put in the poly count to my post so that was a rough guess, but i have added aton so heres quite a few pics, the whole level now is: 1169 polies, its pretty low poly i know but i will be adding a bunch of other things. I just think itd be better if i get the skeleton down first then add in the smaller more detailed things: such as: cracks in the walls, turbines (its scifi), mounted machine guns on one of those ledges etc.

So here are some pics of the work iv done:
Picture of a ledge were some ammo or a weapon pickup would be


A picture of the whole level right now (im going to add alot more)


A closeup shot of the stairs and part of the ledge (more of the ledge in next screen


A closeup of the ledge were a mounted machine gun would be. This is in this place so the person gunning it can shoot the people coming down the coridor (more on the coridor in next screenshot)


A closeup of the coridor (im going to have cover in here like large bricks and stuff for soldiers to hide behind and take cover from the mounted machine gun)


Thats all for now! Thank you for taking the time to stop by! I will have more pics in the near future. (tommarow i am leaving for 8 days but when i get back there will be a bunch of new updates)


Lawl
Deagle
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Posted: 15th Jun 2007 22:25
Looking great

Deagle aka D-Eagle
SpyDaniel
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Posted: 15th Jun 2007 22:36
You are wasting lots of polygons. You could delete some and still get the same effect. How are you going to texture it? Or are you just modelling it for fun and not texturing it?
Inverted
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Posted: 15th Jun 2007 22:37
Thanks deagle!

To all the modeling/texturing gurus out there; how would i go about texturing this? Would i use one huge UV, i dont know how to uv for my life . Or would i just select like a column for example and apply a wood material? Or would i use Uv for the detailed stuff and just applying a mesh for the more basic stuff?

Thx in advanced,
-Inverted


Lawl
Inverted
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Posted: 15th Jun 2007 23:00
Higgins we posted at the same time. I know im wasting alot of polygons, this is my first map i ever made, on my next ones ill not waste so many but im just starting , i dont know how ima texture it how do u texture yours?


Lawl
Inverted
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Posted: 16th Jun 2007 00:34
Sorry for triple post . While i was waiting for a response for my question i whipped up this:



Its a persian soho (the poor area of a persian city)

-Inverted


Lawl
tyrano man
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Posted: 16th Jun 2007 00:59
Well you basically wouldn't UV map that. In general it's better to use seperate textured objects that you could place together in DBP or in an editor. especially detail like barrels and crates. you should add them in after.

Or you could use Multiple textures but thats really not such a good idea on a big map, as it has to load all of the textures for that one object all the time, unless you got a got renderer in your engine.

Good luck on this map

Tyrano

Inverted
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Posted: 16th Jun 2007 01:03
Thx tyrano


Lawl
SpyDaniel
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Posted: 16th Jun 2007 02:48
Inverted, I cant texture and I really hate UV mapping. When I model maps, I just model and forget about texturing, because I usually do it for fun.

But I have thought about how I would texture it. I would model the map in sections, maybe like 100x100 units and UV map each one, then slot them all together.
Shadow heart
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Posted: 16th Jun 2007 03:19
looks good

to the ones thats trapped inside of you, this is it!!
sp3ng
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Posted: 16th Jun 2007 03:32
thats awsome, im still in the process of deciding whether to use a modeller for maps or a map making software.
Inverted
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Posted: 16th Jun 2007 03:45
Okay, higgins ill kinda do that, im going to make textures for certain size walls etc and then just texture polygon at a time (for the large walls and stuff)


Lawl
Inverted
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Posted: 16th Jun 2007 04:24 Edited at: 16th Jun 2007 05:08
Okay iv began texturing , please tell me what you think.



PS: I know there was a guy that used blue as a placeholder, i really like the color + clay render so dont get mad ;P

-Inverted


Lawl
Inverted
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Posted: 16th Jun 2007 04:58 Edited at: 16th Jun 2007 05:08
Update: Iv textured the whole first part, here is a pic of everything iv textured so far:



cheers,
-Inverted

edit: the final poly count is 1212


Lawl
Saint Areon
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Posted: 16th Jun 2007 06:16 Edited at: 16th Jun 2007 06:17
@Inverted Wow this is really starting to shape up, im looking foward to seeing more WIP. Just curios, do you build your map WIP scalling the proportions to the charicters/object collisions or do you plan on scalling charicters/objects upon completion of the maps?

Saintareon

http://forum.thegamecreators.com/?m=forum_view&t=106397&b=24
Inverted
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Posted: 16th Jun 2007 06:48
Well currently im just designing maps. But i would scale other game assets according to the map because i would make the other assets anyways. Id prefer to make the map before the other assets just because i then know what other assets i need. So i scale characters/objects according to the map. Thank you for being interested in my wip


Lawl
Inverted
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Posted: 16th Jun 2007 07:20 Edited at: 16th Jun 2007 07:21
Okay iv textured one third of the map so far, that includes the crates; check out the screeny:


The screeny is jpg not png because the black background gives it more of an atmosphere unstead of the alpha shots

Please comment,
-Inverted


Lawl
Inverted
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Posted: 16th Jun 2007 07:39
Okay, well this is my third post in a row sorry . Anyways, this is a picture of the whole textured area and a lil of the places not textured yet. All and all im about half way done texturing. Im still chamfering in places like the ledge in the above screenshot i just did that and reuploaded the picture. Heres the shot of the all of the textured areas:



Please comment,
-Inverted


Lawl
Inverted
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Posted: 16th Jun 2007 10:24
Is anyone gonna comment?


Lawl
MikeB
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Posted: 16th Jun 2007 10:26
Those are very nice, and inspiration for me!

E.D.


Shame I can't change my name
Inverted
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Posted: 16th Jun 2007 10:31
Hate for this to be my 5th post in a row but anyways... I finished texturing the exterior, it doesent matter though cause it wouldent be shone in the game cause the level would just be inside of the building, i just did it to get rid of the blue on the outside so if the exterior looks bad it doesent matter very much, anyways im going to be gone for 8 days after tommarow but expect more updates after that. So keep my thread at the top by commenting lol



-Inverted


Lawl
Reality Forgotten
FPSC Reloaded TGC Backer
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Posted: 16th Jun 2007 12:52 Edited at: 16th Jun 2007 12:56
Inverted- good job so far mate, You said the player will only see the inside of the level, so remove the exterior faces. It will save you from having to texture them and it will shave off a few extra polys.

You could also clean up the geometry a bit more. I see a few spots that could be optimized a bit more. Doing this will save poly wieght, and allow you to add more objects that are higher poly. mostly detail stuff that you want to stand out in the players sight.


Regards
Dave


Inverted
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Posted: 16th Jun 2007 19:06
Thanks RF! ur right didnt think about removing the outside layer! thanks, yeall touch it up when i can figure out how the bridge and weld vert functions work, they never work form me. Thanks for your input


Lawl
Inverted
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Posted: 16th Jun 2007 19:39
I cut down the polycount from 2121 - 767. Doing what RF told me i shaved off 1354 polies WOOT! and im still not done i justh ave to go! talk to yall in 8 days


Lawl
filya
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Posted: 16th Jun 2007 21:58
you had more polys on the outside than the inside??? surprising.

Anyways, the level looks pretty good, and I like the textures too. Only thing, it doesn't really look sci-fi. Looks more like a bunker type level. It isn't a rule, but usually sci-fi levels have white finishes or shining metal walls etc

-- game dev is fun...but taking up too much time --
SimSmall
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Posted: 16th Jun 2007 22:17
I'd love to know how you textured that, when, like me:

Quote: "i dont know how to uv for my life "


It looks like you've learned that skill pretty well to me,

Well, I'll post it now as I might have forgotten in 8 days...
Yian
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Posted: 17th Jun 2007 16:47
Hey Inverted, that looks amazing! What program did you use ?

What is happening to them[the children] is the only thing they've known. The whole system of values is turned upside down: a child is appreciated and loved if it earns money by stealing
alpha zero revolutions
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Posted: 18th Jun 2007 01:38 Edited at: 18th Jun 2007 01:39
hot d@mn inverted, that looks great

[edit]

are you using 3ds max by any chance ?


alpha zero productions leader 2
Inverted
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Posted: 21st Jun 2007 00:36 Edited at: 21st Jun 2007 00:37
Wow hello everyone, im at home for like 20 minutes right now b4 i leave again for another 4 days. Anyways to answer your questions and comments.

@Filya Yes because on the outside it had the bottum sides and everything connecting them. I also deleted faces that would never be seen by the player anyways like the tops of poles etc. Yeah i know i doesent look too sci-fi but i wasnt goin for the sci-fi look, i know i said i was before but i decided that i would rather go with the rusty metal/wood look. Kind of like a metallic/wood complex AKA a modern building; so i changed my view of how it would look.

@SimSmall Basically what you do is design your textures or get rights to other textures and take them and size them down based on the detail you want. For example, the crates; they arnt that big so i sized down the texture. I do Uv map some of the more detailed parts of the map; if you go with the way im doing it you tend to use alot of the same textures, this is VERY good. That probably makes no sense but when the user is running around an indoor shooting level you dont the atmosphere to change in each room. This way the textures can be changed but it keeps the same feeling throughout the whole entire level, keep the same color palet throughout an indoor level keeps the player at home and makes them feel more welcome into the level and not so much of an outcast

@Yian I really appriciate your comment and encouragement; i use 3ds max 9. I acually got 3ds max 8 for only $500 dolars and they sent 3ds max 9 to me for free it was part of the deal. If you are wondering i bought the educational version, as i am not doing anything commercial right now, im just working on my skills.

@Alpha zero revolutions I really appriciate your complement and im glad that you like it. Yes i used 3ds max 9

Thank you everyone for the comments, complements, crits, and for being interested; things like those really drive me to do better, thank you.
I will be gone for another 4 days.


Thanks for your time,
Cheers,
-Inverted


Lawl
Deathead
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Posted: 22nd Jun 2007 23:48
Okay... Nice map... no...Fantasic map...Yes! This is pretty sweet you have shown me a great map and the first triple post i have seen since i joined.

Inverted
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Posted: 25th Jun 2007 03:43
hehe deathead thanks, im glad you like it. Everyone im back now


Lawl
da power pwnerer
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Posted: 25th Jun 2007 17:14
awesome maps
great work

tyrano man
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Posted: 25th Jun 2007 19:55
I've just seen this thread again, you've made excelent progress inverted. I wish you the best of luck on finishing this.

Tyrano

Inverted
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Posted: 26th Jun 2007 04:02
thank you guys


Lawl
Deathead
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Posted: 26th Jun 2007 21:28
offtopic:Hey is that google sketch up free?

ontopic:Keep dishing up maps...great maps! Gonna get right someday.

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