architecture concepting

Modelling, Textures, Animating and other general engine asset topics.

Re: architecture concepting

Postby marks on Thu Jun 30, 2011 6:19 pm

starting to add some more details and playing with lighting more
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Re: architecture concepting

Postby dissonance on Fri Jul 01, 2011 10:53 pm

lookin' really nice, but the low shadowmap res makes it look like the benches are floating =0
i had fun once, and it was awful.
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Re: architecture concepting

Postby SotaPoika on Sat Jul 02, 2011 9:11 am

dissonance wrote:lookin' really nice, but the low shadowmap res makes it look like the benches are floating =0


But that screencap is from viewport so it doesn't have fancy shadowmapping and lighting, I think.
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Re: architecture concepting

Postby marks on Sat Jul 02, 2011 10:06 am

Yeah those are just screengrabs from the 3dsmax viewport. No sexy lighting or anything.
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Re: architecture concepting

Postby KILLA-COW on Sat Jul 02, 2011 10:23 am

Are you eventually going to turn this into a full piece? Textures and everything?
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Re: architecture concepting

Postby marks on Sat Jul 02, 2011 12:04 pm

Yes and no. None of this stuff is going to get re-used, I'm just getting a feel for the architecture and concepting stuff - its previs work for the udk game im working on. But the artwork in the game is going to be very similar to this.
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Re: architecture concepting

Postby dissonance on Sat Jul 02, 2011 7:58 pm

marks wrote:Yeah those are just screengrabs from the 3dsmax viewport. No sexy lighting or anything.
Well herp my derp.

How's the modeling/propmaking process for UDK?
i had fun once, and it was awful.
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Re: architecture concepting

Postby marks on Sun Jul 03, 2011 11:20 pm

Its pretty sick.
Max -> export to .ase -> UDK -> import .ase

Works like a charm. Material editor can be a bit fiddly, but its fucking powerful. Ive heard nightmare stories about the character and animation pipelines, but I haven't really done much with either yet.
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Re: architecture concepting

Postby Gary on Mon Jul 04, 2011 12:41 am

Just kinda wish they supported more then just 3Ds Max... I mean, it's bloody expensive. Sure you could get the student license or pirate it, but you can't do that if your tying to sell your game.
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Re: architecture concepting

Postby bitPanther on Mon Jul 04, 2011 2:51 am

Gary wrote:Just kinda wish they supported more then just 3Ds Max... I mean, it's bloody expensive. Sure you could get the student license or pirate it, but you can't do that if your tying to sell your game.

i guess if you're serious about your game you always try getting a sponsor
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Re: architecture concepting

Postby marks on Mon Jul 04, 2011 9:48 am

FBX is actually taking over from ASE now as the 'native' format for UDK. FBX is Maya's native format isn't it? Also most 3d programs export to ASE and FBX. Sponsors usually like to be called 'Investors'.
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Re: architecture concepting

Postby marks on Mon Jul 04, 2011 1:05 pm

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Re: architecture concepting

Postby MrBlackspoon on Mon Jul 04, 2011 1:23 pm

damn, what for monster do you use thats able to control 14 billion polygons? o_0

My humble computer will start shitting on me if i have 100 thousand polygons in 3ds max. lol
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Re: architecture concepting

Postby marks on Mon Jul 04, 2011 7:53 pm

I'm definitely liking this more for the balcony-vista type areas:

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and this is where I'm seeing the lighting being at:
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Re: architecture concepting

Postby marks on Tue Jul 05, 2011 8:14 pm

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