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3 Dimensional Chat / First 3D Level Design WIP

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AJ Schaeffer
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Location: Jacksonville,FL
Posted: 2nd Jul 2012 19:07 Edited at: 2nd Jul 2012 19:07
I've never made any levels outside of 3D world studio and FPSC, So I decided to give it a shot.

Here's a WIP of a road that took about 5 hours total.







Each Texture is 512x512 pixels each.

I will be adding buildings and scenery over time.

Travis Gatlin
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Location: Oxford, Alabama
Posted: 2nd Jul 2012 19:34
5..........HOURS? FOR THAT? Jesus man, you work slow! But for good reason I imagine. It looks really good. Keep up the good work!

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
AJ Schaeffer
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Posted: 2nd Jul 2012 19:46
Getting the curve to come out on the grid correctly and editing a crapload of uvmaps to make the textures not have visible seams took a while lol

Travis Gatlin
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Posted: 3rd Jul 2012 07:13
Oh wow... lol If you keep up this attention to quality, you're gonna have one heck of a map.

http://www.talenthouse.com/travisgatlin
You can find my latest work here. Please comment on my work and tell me what you think!
mr Handy
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Posted: 3rd Jul 2012 10:20 Edited at: 3rd Jul 2012 11:37
what editor?

«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI
AJ Schaeffer
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Location: Jacksonville,FL
Posted: 3rd Jul 2012 10:22
I use Wings 3D.

mr Handy
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Posted: 3rd Jul 2012 11:37 Edited at: 3rd Jul 2012 11:37
It took me 5 minutes in max.


«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI

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AJ Schaeffer
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Location: Jacksonville,FL
Posted: 3rd Jul 2012 11:49
Quote: "It took me 5 minutes in max."

Really man?
Congrats. You can make roads in software that costs like $3.5k faster than I can in free software.

Does it matter how long i take? Am I in a race or something?
I hand UV mapped each individual face manually.
And I've never done this before. i had to figure out how to achieve what I was going for and make something I could easily go back and change. It was a learning experience. I don't do tutorials or things like that, I prefer to figure things out on my own.

So I'm glad you took the time to make me look bad on my own thread. You can keep busting out your models in 5 minutes, and I will keep taking my time and precisely crafting my models the way I see fit.

Have a nice day.

bobochobo
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Location: My house, in the middle of my street
Posted: 3rd Jul 2012 12:09
Quote: "Does it matter how long i take? Am I in a race or something? "


Exactly. I don't see why the posters above are trying to prove that their faster.

On topic, is that just one 512x512 for the whole road, or 3 of them?

All browsers should come with compulsory spell checks.

AJ Schaeffer
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Location: Jacksonville,FL
Posted: 3rd Jul 2012 12:13
Quote: "On topic, is that just one 512x512 for the whole road, or 3 of them?"


It's more than three, but each texture has a separate material which is a 512x512 texture.

lazerus
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Posted: 3rd Jul 2012 13:14 Edited at: 3rd Jul 2012 13:14
I prefer AJ's. Alot less waste than some extrude along a spline. Probably alot more efficient poly wise too so.

AJ, to help with a little more modularity, use alpha mapped planes for the grunge marks.
You can just place them where you feel like then and easily adjust them from within the editor. Attachment shows what I mean.

I recommend if you get a taste for this, move into UDK. It's a whole lot easier to use for level building

Keep up the good work.

Portfolio; Arthiccup.com
Lazerus Reborn on Polycount and a few other places.

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AJ Schaeffer
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Posted: 3rd Jul 2012 13:18
Thanks for the tips lazerus!
And I prefer Unity 3D, as that's what i'm best at, but I might try UDK again in the future.

mr Handy
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Posted: 3rd Jul 2012 14:08
Quote: "Congrats. You can make roads in software that costs like $3.5k faster than I can in free software."

I don't know anything about wings 3D. Also, I have made road object for the first time ever. I was just wandering how long does it take in max. I must admit that max making crappy roads. Your road is way better with UV's. But I am sure that your editor has functions to create roads faster.

«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI
Quik
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Posted: 3rd Jul 2012 15:07
Quote: "It took me 5 minutes in max."


but it looks awful.


The result of origin.. Oh and ponies
mr Handy
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Posted: 3rd Jul 2012 15:43 Edited at: 3rd Jul 2012 15:52
I have already mentioned that above.

@AJ Schaeffer
Have you got any ideas how to make these tiles look same? I dunno, I spent an hour trying to make this in max. No success for now.


«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI

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AJ Schaeffer
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Posted: 3rd Jul 2012 18:02
Quote: " how to make these tiles look same?"

What do you mean?

AJ Schaeffer
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Posted: 3rd Jul 2012 18:24 Edited at: 3rd Jul 2012 18:25
Alright I think I know what you mean.

First, I start off with my square texture. Since the sidewalk in this area is about half the size of a square, I make a second texture which is half the first texture stretched to fill the entire image file.

I then get faces or sometimes two or more faces at time that match half a square, and uvmap them so that they fit the square like so.


Then after that I do somerotating and stuff to make sure it lines up right.

This way when the face and the texture are stretched back down to a 1 to 1 ratio instead of 1x2, the textures will always meet up.

mr Handy
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Posted: 3rd Jul 2012 19:54 Edited at: 3rd Jul 2012 19:55
I don't get it Why do you use second texture? One should work too:


«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI

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mr Handy
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Posted: 3rd Jul 2012 19:56 Edited at: 3rd Jul 2012 20:02
Here is my current problem: UV mapping.
On this picture you can see (1) and (2) and (3) separate road parts. They have different polygon structure. I made checkers to look same size. Object (3) has increased tile rate.

But if you replace checkers with real texture, like concrete, object (1) texture will look collapsed near small corner radius.

Also red spline represents long road, that can't be done using lathe tool as 90* corner. So road UV mapping is pain



«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI

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mr Handy
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Posted: 3rd Jul 2012 20:17 Edited at: 3rd Jul 2012 20:17
Result of texturing:


«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI

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mr Handy
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Posted: 5th Jul 2012 11:31
@AJ Schaeffer
Sorry for using your thread so much
So I did not found any way to unwrap road corner, your way is the only way to do that nicely.

«It's the Pony, pony me this, pony me that» — Bronies
«I sell apples and apple accessories» — Applejack
Derpy delivers: watch?v=g4Kgz4Us_RI
Travis Gatlin
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Location: Oxford, Alabama
Posted: 5th Jul 2012 17:39
Triple post breaker -_-

http://www.3dartistonline.com/user/Travis%20Gatlin
You can find my latest work here. Please comment on my work and tell me what you think!

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